Collision detection can very easily become a severe drain on the computer's resources. The best way to prevent this is by limiting what objects are checked for collision with which other objects. One way to do this is by controlling which segments of the scene graph collision checks are performed on, but this can be impractical because there are so many other things that scene graph organization can be used to accomplish.
Fortunately, we have another solution to this problem. We can use
BitMasks to limit which
CollisionNodes can interact. A
BitMask is a series of 32 bits that can be either 0 or 1. Here is an example of a
0000 0000 0000 0000 0000 0010 0000 1000
BitMask works by limiting only those ...