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Game Programming: 2d map collision detection



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GameProgrammer.Com: Game Programming: 2d map collision
detection
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By Allen Seitz (Bigal) on Friday, September 22, 2000 - 05:42
pm:

 So when 2 objects collide you need the second to move away
from the first in the opposite direction and same speed?
After you've figured out the velocity of the second object (
Physics lession omitted ) you should probably also figure
out the new velocity of the first object ( accounting for a
less of inertia ). Now replace the 2 old velocities with the
2 new ones.  I'm assuming you have some function that's
called which updates each objects position based on their
velocity and maybe another ( or the same one ) to update the
velocity ( collision? loss of speed? etc? ).  If you have
that then the objects should move on their own.

Any size of map grid is fine but the detail you put into it
is really what affects the speed the game runs at.  If you
have a position table along with a velocity table then make
sure that the space is available BEFORE a change in position
is made by that updatepos(VelTable) function.

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