ActionScript 3.0 :: Pixel-perfect Collision Detection With 5000+ Particles?

Dec 5, 2009

I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:

Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.

To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).

The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.

That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it

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