Ok, I test it with USE_POLYGON flag for the c_move but I hope not all entities need polygonal collision. I hope it's enough to set polygonal kollison for moving entities only.

Originally Posted By: flits
how many entwtiws are in your lvl in total because the camera begins to jek if there are to many entities if moving


This is why I don't want to many entities. I have tested with diffrent numbers of entities are visible and invisible. But the results are very bad with invisible, too.
Now I must show how much slower it is with polygonal kollision and double entitie count.
I'm thinking about an array list system to hide entities to far away and let them only display if the camera is in the near. But the really problem is the count of entities on screen.


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