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Mail Archives: djgpp/1998/08/15/11:30:37

Message-ID: <35D5B489.E2828C22@sprynet.com>
Date: Sat, 15 Aug 1998 09:17:13 -0700
From: Ishpeck <aTedjamulia AT sprynet DOT com>
Organization: Lunaticnologies
MIME-Version: 1.0
Newsgroups: comp.os.msdos.djgpp
Subject: Re: collision detection
References: <01bdc7e2$786408c0$25c3b8cd AT scully>
NNTP-Posting-Host: 192.41.73.95
Lines: 31
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

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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