Is having multiple collision traversers bad?

I’m putting together some classes to handle common tasks like mouse click and drag, navigation, etc. For the sake of modularity I’ve given each its own collision traverser. Is that a bad thing? Meaning, will that incur a significant performance hit versus having everything use one traverser through e.g. base.cTrav?

There is some performance benefit to combining multiple collision passes into a single collision traverser. The amount of benefit depends on the commonality between the different traversers; if the different traversers are colliding with the same objects in the scene graph, there is more benefit than if they are unrelated objects.

For the precise cost/benefit in your specific situation, nothing beats making an actual measurement. :slight_smile: