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Mail Archives: djgpp/1998/08/18/06:46:15

From: "Jado" <Jado AT removethis DOT jado DOT org>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: collision detection
Date: 18 Aug 1998 10:28:09 GMT
Organization: Jado.org
Lines: 18
Message-ID: <01bdca93$00935220$6f8666a1@exe1717.abz.xeu.bp.com>
References: <01bdc7e2$786408c0$25c3b8cd AT scully> <35D5B489 DOT E2828C22 AT sprynet DOT com>
NNTP-Posting-Host: 161.102.134.111
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

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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