From: "Jado" 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 Precedence: bulk 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?