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Colision Detection


2 replies to this topic

#1 Scuttle130 OFFLINE  

Scuttle130

    Star Raider

  • 73 posts

Posted Wed Dec 10, 2003 1:37 PM

If you run a two-scan line type set up, do you have to do anything special to detect sprite colision if you are running 2 sprites on one scan line and 2 on another???

:P

#2 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!

  • 16,745 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Wed Dec 10, 2003 3:50 PM

Scuttle130 said:

If you run a two-scan line type set up, do you have to do anything special to detect sprite colision if you are running 2 sprites on one scan line and 2 on another???
No, you just have to check after every scanline then.

#3 Andrew Davie OFFLINE  

Andrew Davie

    Stargunner

  • 1,314 posts
  • Location:Tasmania

Posted Wed Dec 10, 2003 5:13 PM

Scuttle130 said:

If you run a two-scan line type set up, do you have to do anything special to detect sprite colision if you are running 2 sprites on one scan line and 2 on another???

:P

Like Thomas said.

But I have never never never used hardware collision detection for any of my games. The problem is, hardware collision detection is pixel perfect, so if the hair on your character's head touches a leaf of grass.... the guy has to die. Typically, we want to have SIGNIFICANT collision before actually deciding there IS a collision - and so I have always used software techniques (typically bounding boxes, but also sometimes bounding circles). It's fairly simple and not computationally too expensive, if you do it intelligently.

Cheers
A




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