With each tick of the simulation clock every
stationarySprite is checked to determine whether it has been hit by one of
the MovableSprites. The next tick cannot be handled until all current
sprites have been checked for collisions.
Business Goal(s)
Provide
realistic gameplaying experience
Attribute
performance
Attribute Concern
The growth rate of the number of
stationarySprites may degrade the performance of the game.
Architectural Decisions and
Reasoning
Sprites are currently in a simple list. Currently there is such
a small number of Sprites that nothing is needed.
Risks
The decision may result in a system that
requires developers with expensive skills to create.