Mail Archives: djgpp/1998/08/14/20:30:32
From: | "Cephaler" <cephaler AT hotmail DOT com>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | collision detection
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Date: | 15 Aug 1998 00:20:45 GMT
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Organization: | ICGNetcom
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Lines: | 16
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Message-ID: | <01bdc7e2$786408c0$25c3b8cd@scully>
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NNTP-Posting-Host: | wbg-va1-05.ix.netcom.com
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Hmm this message doesn't really belong here, but for some reason my news
server wouldn't let me post to rec.games.programmer so I guess I'd post
here, besides I've got a few other things to say...
On collision detection... I've worked out some algorithms to check for
collisions in this 2d game of mine, but right now it's really slow. I've
looked and looked for any other algs but to no avail. Right now the alg
checks each angle in a 256 degree circle and compares them to all the walls
in the map... I could speed this up 64 times by just making a bounding box,
but what fun is that? There must be a very simple solution, but what?
- Cephaler -
p.s. ppl who helped with pointer stuff, thx a bunch, helped me see the
light...
- Raw text -