Posted February 13, 2026 by Dragonite
#gamemaker #3d collisions #3d #optimization
Given some recent experiments with sprite atlasing and conversations with Juju Adams, I decided to have a go at using GameMaker instances as a broadphase for collision detection, rather than something like an octree. It turns out that works REALLY well. In the test project it’s up to ten times (!!!) faster than the alternatives.
So, ColWorldGameMaker has been added as an alternative to quadtrees, octrees, and spatial hashes. In most cases I’d recommend using these over the alternatives. The documentation has been updated with a bit more information on them.
There are some things to keep in mind while using these, although I doubt they’d be a major hurdle in most games:
This is in addition to the optimizations I talked about last time. In that post I said I’d wait until LTS 2026 is out before making this update official, but LTS2026 is taking longer than expected, so I’m just going to kick it out the door now.
If there are any issues, let me know.