If you run a fast loop for 8 loops, does it take the exact amount of processing power as if you literally just copy and pasted the 8 events manually? Or does it take more?

If you run a fast loop for 8 loops, does it take the exact amount of processing power as if you literally just copy and pasted the 8 events manually? Or does it take more?

More I think, because MMF has to search all the events 8 times to find the ones for that loop.
Not by much though, the search is pretty efficient.
Sorry to ask my question again and for being a little off topic. But I wanted to know if overlap tests are more demanding than collision tests? What's the fastest between the two events below?Originally Posted by Nifflas
Code:• Collision between "Active 1" and "Active 2" • "Active 1" is overlapping "Active 2" + Only one action when event loops







It depends on the involved objects.
For active objects, I think the fastest is collision event.
But for my Vectorial objects (currently) collision event slow down the application and not the overlap condition.

Vectorial Objects use a lot of calculations, Collisions just use a Box type method I'm sure. Ever wondered why Flash games run so slow?
Not sure how Fine detection is handeled, but I know fine detection is slower than the opposite of Fine detection.
I would also think that an Overlap, being continuous would be slower than a One shot collison check. I also know that Collision checks are processed before Overlap Checks, so they at least happen "before" overlap checks".
I have a game where there is a traffic system set up using long active strips as detectors to keep cars on the road and running straight, this causes slowdown because there are so many "1 for each road and each direction/side of road" + I'm 90% sure the overlapping collision check causes slowdown. Needless to say that, the engine turned out not to be what I needed anyway so it's just for the artwork and concept now.
Thanks for your answers. I have replaced all my collision checks by overlap checks because I found out that they were much more efficient. I mean that often my collision checks failed or were ignored, and this just doesn't happen with overlap checks.
I guess I have to choose between efficiency versus speed.

"Java is slow"
Yes, it may be indeed slower than C++.
But my tests shows that it is much faster than running a Server in a MMF2 application.![]()
Got any benchmarks or data for us Cocodrilo?