[gameprogrammer] Re: About 2D collision detection
- From: Facundo Dominguez - Inco <fdomin@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 27 Oct 2006 13:42:34 -0200
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.
All that said, remember that we're talking about at hundreds of
objects that need to be checked some 30 through 100 times per second.
Unless you're working on a low end handheld device or similar, you
can do a lot of calculations per object before that sums up to a
significant part of the total CPU load.
Yes, this was one of those things I really did not take into account at
first.
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
'-- http://www.reologica.se - Rheology instrumentation --'
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//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------. | http://zeespace.net - 2.5D rendering engine | | http://audiality.org - Music/audio engine | | http://eel.olofson.net - Real time scripting | '-- http://www.reologica.se - Rheology instrumentation --'
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- [gameprogrammer] Re: About 2D collision detection
- From: David Olofson
- [gameprogrammer] About 2D collision detection
- From: Facundo Dominguez - Inco
- [gameprogrammer] Re: About 2D collision detection
- From: Alan Wolfe
- [gameprogrammer] Re: About 2D collision detection
- From: Facundo Dominguez - Inco
- [gameprogrammer] Re: About 2D collision detection
- From: David Olofson