I gotta develop a side-scroll plateform game with a very large level and a lot of rectangular platforms.
I need to know how phaser manages collision detection "inside the engine":
1 - does Phaser performs a stupid brute force test on each platform of the map ? so my game should eat too much cpu and i should use a tilemap instead of rectangular platforms
2 - does Phaser stores cleverly the platforms in a spatial structure (grid, kd-tree...) to make a local search before