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RE: collision detection



Many ways to do it:

1) Create one color versions of all sprites in your came and add them
together -- any new colors and you got a collision
2) Write special collision code supporting circles (use a basic geometry
formula for circles instead in addition to boxes)
3) Support multiple collision points and boxes for each object, so you
could literally cover the entire circle with collision data
4) Some systems have built in support but I have never got that to work
over 8 years of writing 2-d games

I recommend #3 and #2 for speed.
m.

-----Original Message-----
From: gameprogrammer-owner@gameprogrammer.com
[mailto:gameprogrammer-owner@gameprogrammer.com]On Behalf Of
radsk8r@juno.com
Sent: Monday, November 20, 2000 12:23 PM
To: gameprogrammer@gameprogrammer.com
Subject: collision detection


hi there...
im working on a 2-d "sidescroller" type game, and ive got the graphics
up
and running just fine....
i do have a question however, about collision detection.
i have #defined the transparent color surrounding my sprites as
TRANS_COLOR.
i have already figured out a way to detect collision between the
bounding
boxes of the sprites
however, as i am using a circular sprite for one of my main enemies, it
detects collision at the corners of the bounding rectangle before the
sprites actually appear to "touch"
is there a way that i can ignore the TRANS_COLOR and detect a collision
only when the colored pixels collide?
any help would be greatly appreciated.

radsk8r@juno.com
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=================================================================
The GameProgrammer.Com mailing list is for the open discussion
of any topic related to the art, science, and business of
programming games. This list is especially tolerant of beginners.
We were all beginners once

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