Is this expected behavour? Should I only use one and inside that function determine what kind of collision it is? I can go either way but I want to know what is best from a performance point?
Code: Select all
cpSpaceAddCollisionPairFunc(space, 2, 1, &Damage, self);
cpSpaceAddCollisionPairFunc(space, 3, 1, &DamageMine, self);
cpSpaceAddCollisionPairFunc(space, 2, 0, &EnemyCollision, self);