by skydereign » Fri Jan 25, 2013 7:15 am
I usually recommend putting it in the actor with the least number of instances, but that is just for organization purposes. If you test it, gE's collision system is smart enough, that there is no noticeable efficiency difference. I find picking a convention just makes it easier to work in gE. There is though another factor to consider. Putting it in the enemy may actually make your code easier and cleaner. Namely, if you need to reference the enemy actor's parent, or creator actor (which is more common that needing to know the bullet's parent or creator) you would want the collision event to belong to the enemy. That way you can utilize the parent/creator especial actor types.