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Improving P2 Collisions

Binary Moon

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I've started thinking about my next game which I want to be a platform one. Since I want levels with angles, materials and other fancy things I'm planning to use p2, but I've noticed in the demos (and in my own experiments) that there seems to be quite a lot of movement in the collisions with objects intersecting when they collide.


I assume this is because of the calculations that p2 is making, and reading the p2 docs it looks like I can tweak the iterations and tolerance and whatnot to reduce this (I know this will have a performance cost). I was wondering if anyone knew how to tweak these properties inside Phaser itself. I tried searching the docs but can't find any references to the settings.



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