An example being:
//check below the character for a wall collision_line(char.x,char.y+sprite_height+1,char.x+sprite_width-1,char.y+sprite_height+1,wall,0,0);So far, my method in SDL/C++ for something like collision_line above has been to loop through all the instances of the wall objects, check if the walls top is less than or equal to the character's bottom, and adjust accordingly.
My question is, if I were to carry my method in SDL/C++ (looping through instances to check wall.var vs char.var) to Game Maker, would it be faster, slower, or the same as collision_line? If collision_line uses the same idea, but does it efficiently, I'd be okay with just knowing that. If anyone has an idea of how it works on a lower level, it would be much appreciated.