Yeh thats a pretty good reason for avoiding it. I guess it would be smarter to save the data manually so its more compact and wouldn't require a higher profile. Not to mention its much faster to load/save. I've had a bit of experience with binary files from my ssbb hacking days so it won't be too hard to make my own. It might be a bit time consuming though...I'd rather not depend on the api to do things for me as that turns out horrible if you want to change api's.
I'll check it out. Im sure Sweep and Prune will be good enough though. I simply check the left/right bounds of each object bounds and get pairs of those who intersect. Then just do normal collision checks on the pairs afterwards. In a 2d platformer, i just gotta check the X axis since chances are they aren't intersecting in that axis. Its minor, but i might also change the SAT collision detection test to check against the Y axis first for AABB's in this situation. I already made sure they're intersecting in the X axis, so that should improve it a tiny bit.
I'll check it out. Im sure Sweep and Prune will be good enough though. I simply check the left/right bounds of each object bounds and get pairs of those who intersect. Then just do normal collision checks on the pairs afterwards. In a 2d platformer, i just gotta check the X axis since chances are they aren't intersecting in that axis. Its minor, but i might also change the SAT collision detection test to check against the Y axis first for AABB's in this situation. I already made sure they're intersecting in the X axis, so that should improve it a tiny bit.