From: rellwood 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 Lines: 27 Sender: rellwood AT aludra DOT usc DOT edu Message-ID: References: <5k75ea$j15 AT news DOT ox DOT ac DOT uk> Reply-To: rellwood NNTP-Posting-Host: aludra.usc.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII In-Reply-To: <5k75ea$j15@news.ox.ac.uk> To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk 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 --