Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scea.yaroze.beginners,scee.yaroze.freetalk.english Subject: Re: Darco's Newbie Tutorials Date: Tue, 15 Sep 1998 13:32:26 -0700 Organization: Bwahaha Lines: 35 Message-ID: <35FECEDA.919F3373@shell.jps.net> References: <35FE54E6.85E323A8@bigfoot.com> <35FE6B8E.DB23B00D@ndirect.co.uk> <35FE7411.D55A7BD4@easynet.co.uk> Reply-To: tenchi@shell.jps.net NNTP-Posting-Host: dhcp-m-62-237.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.beginners:276 scee.yaroze.freetalk.english:2331 If that bounding box is giving you major problems, do a single-point collision detection for now. Check only the center of the object to see if it collided with something. If you get that working, it's pretty easy to extend that to N number of points... - e! Phil Gooch wrote: > > Alex Herbert wrote: > > > > > > > Collision detection seems to be a tricky area for the newbies. Not so much > > the detection itself, but what to do when a collision has been detected. > > > > > > That's me, that is. It's funny how you get a mental block about some things. In > my 2D game I knocked out the scrolling algorithm, car physics (acceleration, > braking, reversing, turning, skidding, terrain resistance) in no time, but the > collision stuff just has me stumped. I've got the car's collision rect rotating > correctly with the car (2D matrix transforms), so in principle I can do almost > pixel perfect collisions, but my collision routine just won't do the business > (car sticks to boundary, car gets stuck in a collision loop, back and forth, > car drives over boundary etc). > > Phil -- Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze -/- Nemesis :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''