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Acmlm's Board - I2 Archive - Programming - Collision Testing | | | |
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paraplayer Snifit Level: 22 Posts: 97/280 EXP: 57271 For next: 1079 Since: 06-06-05 Since last post: 44 days Last activity: 44 days |
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Looks like i've been babied too much with flash... What are some simple collision testing functions? (Bounding box or more accurate i'm not being picky!) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1774/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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1) Doesn't this fit better in the Programming forum? 2) How about telling which program language you're using? (I know that you're using C, but others doesn't) |
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Jack-Al Blah Blah Blah Level: 28 Posts: 227/284 EXP: 116984 For next: 14354 Since: 03-15-04 From: Montréal, Québec, Canada Since last post: 10 days Last activity: 2 days |
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You're right. Although Collision Testing could be Game Related, the question is still related to programming, and more people might be able to help in the Programming Forum. *Moves to Programming. |
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Ramsus Octoballoon Level: 19 Posts: 118/162 EXP: 34651 For next: 1126 Since: 01-24-05 From: United States Since last post: 39 days Last activity: 71 days |
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There's plenty of well known algorithms and methods out there (see GameDev.net, but it's one of those things people are always writing again and again, since high level game development libraries aren't very common and writing a function to test if rectangles overlap (for simple, 2D collision detection) isn't very time consuming. Check out Clanlib if you're using C++ and don't feel like recoding a lot of basic stuff. |
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beneficii Lakitu Level: 36 Posts: 154/567 EXP: 299656 For next: 8454 Since: 06-27-04 From: Cordova, TN, USA Since last post: 14 hours Last activity: 6 hours |
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I wrote an RPG-ish little maze game called BKG test for the NES ages ago, and the method I used was just to see if there was a wall in the space the player was trying to go. Basically, have your program detect before hand where the hero will go and see if there is going to be a collision, then have the code execute something based on it. |
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