[gameprogrammer] Re: About 2D collision detection
- From: David Olofson <david@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 27 Oct 2006 17:58:12 +0200
On Friday 27 October 2006 17:42, Facundo Dominguez - Inco wrote:
>
> >If your game is instead designed so that practically everything can
> >collide with everything, and objects tend to work in tight
> >formations, higher level logic can only help to some extent. There
> >will still be lots of "exact" tests every frame, so they'll need to
> >be - relatively speaking - fast.
> >
> >
> Interesting, then you may based on this to make a design desicion
> and give your objects and easy shape to tightly fit them with
> a bounding shape.
Well, that's one way. Back in the old days, many game designs were
actually based on that kind of restrictions, simply becaues it
wouldn't have been possible to implement the games at all otherwise.
The whole idea of tiled 2D graphics is one such restriction, for
example. Until around ten years ago, 3D graphics in games basically
meant flat colored filled polygons at best, as shading, texturing and
that sort of stuff was just not possible to do in real time on any
widely available hardware.
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
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'-- http://www.reologica.se - Rheology instrumentation --'
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- References:
- [gameprogrammer] About 2D collision detection
- From: Facundo Dominguez - Inco
- [gameprogrammer] Re: About 2D collision detection
- From: David Olofson
- [gameprogrammer] Re: About 2D collision detection
- From: Facundo Dominguez - Inco
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- » [gameprogrammer] Re: About 2D collision detection
- » [gameprogrammer] Re: About 2D collision detection
- [gameprogrammer] About 2D collision detection
- From: Facundo Dominguez - Inco
- [gameprogrammer] Re: About 2D collision detection
- From: David Olofson
- [gameprogrammer] Re: About 2D collision detection
- From: Facundo Dominguez - Inco