We could go ahead with measurements by taking a GDevelop exported game and try to include this “fake library”, calling it at each frame. Would be great to see the impact on the game and leans toward a more realistic implementation…
What do you think?
So it seems that simply calling the function with an empty array takes about
We really need measurements that can be shown with a precision that is more than a milliseconds if possible. There is no way for the measurements to be exactly 3ms
This still means that calling the wasm function 1000 times will take roughly 3ms, so 3/16 = 19% of the time we have to render a frame… can be a lot.
That’s where we have to be smart: in my implementation so far, I tried to minize the calls to the
update method and the functions to check the collisions.
This being said, if somehow someone is checking the collision between 1 object and another, and this for 1000 objects, there will be 1000 calls.