Mail Archives: djgpp/1998/08/20/03:47:19
From: | M Joshua Ryan <s1002145 AT admiral DOT umsl DOT edu>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: collision detection
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Date: | Thu, 20 Aug 1998 01:18:28 -0500
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Organization: | University of Missouri - St. Louis
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Lines: | 31
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Message-ID: | <35DBBFB4.76340@admiral.umsl.edu>
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References: | <01bdc7e2$786408c0$25c3b8cd AT scully>
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NNTP-Posting-Host: | s1002145.umsl.edu
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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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Depending on what you're doing you could try checking for collisions only just
before the object moves somewhere, this might cut down on the number of times
your algorithm is used and gave you some more speed.
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...
--
M. Joshua Ryan
Occasionally ostensible
- Raw text -