Somehow, I feel like reading that article diminished the original critique, however, inefficient raycasts aren't some sort of pathological edge case.
Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved.
I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycasts per frame for your 2d game, there's probably something else going on...
Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved.
I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycasts per frame for your 2d game, there's probably something else going on...