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Mail Archives: djgpp/1997/04/30/16:50:40

From: rellwood <rellwood AT aludra DOT usc DOT edu>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Collision Detection
Date: 30 Apr 1997 11:45:19 -0700
Organization: University of Southern California, Los Angeles, CA
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On 30 Apr 1997, George Foot wrote:

> rellwood (rellwood AT aludra DOT usc DOT edu) wrote:
> 
> : The best method is the slowest, and that is to AND each nonzero pixel in
> : sprite A with each nonzero pixel in sprite B.  If any of the ANDs return
> 
> I think you mean OR.

No I meant AND.  If OR was used, the function would return a true if it
encountered a pixel from sprite A *OR* sprite B in a given location, which
is not necesarially a collision.  If AND was used it would only return
true if it encountered a pixel from sprite A *AND* sprite B in a given
location, which always signifies a collision between the two sprites.

> The technique with circles is not necessarily more accurate; if the sprite

You're right here.  I tend to think of sprites as being generally more
circular in design then rectangular, but of course this isn't always the
case!

-Richard Ellwood



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