I have a question about platform collision detection performance. Normally I just place backdrop objects as obstacles, which I use for collision detection (I use several detectors attached to a box that I move around using fastloops). However, I started working on a polygon based approach, where I use an editor to store "hit boxes" in an array by clicking and dragging (much like drawing boxes in a drawing program). The array contains the start and end X and Y coordinates for each box, and collision would be handled by looping through the array to see if the coordinates of my detectors overlap with the edges of my stored boxes.
What I am wondering is whether this "polygon based" approach would be better for performance than placing actual backdrop objects to do pixel collision checks. A great advantage with the editor I am making is that it is really quick to click and drag the different collision areas. Also, it's easy to save the "levels" to a file, which makes it possible to load levels into a single frame instead of using the CF editor to create levels in several frames. If it's bad for performance I'll have to solve it differently, though.
If anyone has any inpout on this matter I would be happy