Mail Archives: djgpp/1998/08/18/06:46:15
This reply is more for the original poster, but I couldn't find the first
post, why not use bounding boxes and if there's a hit, go to a per-pixel
test, it's a pretty speedy way to do things and accurate too.
Just my tuppence worth,
> > 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?
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