Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Antony Arciuolo" Newsgroups: scea.yaroze.programming.2d_graphics Subject: Collision Detection Date: 26 Jul 1998 18:45:21 GMT Organization: SCEA News Server Lines: 21 Message-ID: <01bdb8c7$48efce00$0100fc9d@skynet> NNTP-Posting-Host: nac-btr2-s9.nac.net X-Newsreader: Microsoft Internet News 4.70.1161 What is the best method of collision detection for a Starcraft-ish game? Two problems: One is that the square sprite is rotated, so how can the collision square be rotated as well, using an invisible sprite at the same position as the real sprite? The other is that for some of this, the object is highly irregular, like a puddle or lake. It is a key component of the project that the puddle be this irregular, so redesigning the puddle so it is more square is an unfavored option. My real question is can I directly access the frame buffer (a short GetPixel(short X, short Y) function) and how can I use this to reference the palette of the puddle so I can use palette collision detection? How are references laid out in the frame buffer since I assume all graphics are translated into 16-bit for the final screen plotting? Or is there a better method entirely for very fine collision detection?