Mail Archives: djgpp/1998/08/15/11:30:37
Message-ID: | <35D5B489.E2828C22@sprynet.com>
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Date: | Sat, 15 Aug 1998 09:17:13 -0700
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From: | Ishpeck <aTedjamulia AT sprynet DOT com>
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Organization: | Lunaticnologies
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MIME-Version: | 1.0
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: collision detection
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References: | <01bdc7e2$786408c0$25c3b8cd AT scully>
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NNTP-Posting-Host: | 192.41.73.95
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Lines: | 31
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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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There are many ways of going about collision detection. One way is to
check the colors of the area where the thingie is -- but that's only
useful if all the walls are one color, and all the harmless stuff is
a certain set of colors.
If you tell me how the game is structured, I can help a lot more.
Cephaler wrote:
>
> 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...
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