Message-ID: <35D5B489.E2828C22@sprynet.com> Date: Sat, 15 Aug 1998 09:17:13 -0700 From: Ishpeck Organization: Lunaticnologies MIME-Version: 1.0 Newsgroups: comp.os.msdos.djgpp Subject: Re: collision detection References: <01bdc7e2$786408c0$25c3b8cd AT scully> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 192.41.73.95 Lines: 31 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk 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... -- ------------------- See Ishpeck's Programming page! Example source, Utils, links, and help on your programs. http://members.xoom.com/ishpeck/