I'm making a bullet hell game, so there's going to be plenty of bullets on screen, but i start running into frame drops much earlier than your average shooter game.
I control bullets by giving them Alterable Values for angle, speed, X and Y. Use cos sin functions to update the X and Y Alterable Values based on the angle and speed ones and the physical X and Y positions are rounds of the X and Y Alterables.
For collisions i have the bullets spawn an active the shape of a square and have it deleted next frame.
Is there any way to optimize any of this, i was thinking if testing distance between bullets and player for collisions instead of testing if the player's hitbox overlaps the bullet's hitbox would be more efficient.