Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: antony.arciuolo@mail.trincoll.edu (Antony Arciuolo) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Collision Detection Date: Thu, 30 Jul 1998 02:42:21 GMT Organization: SCEA News Server Lines: 19 Message-ID: <35bfdc6f.2054704@news.scea.sony.com> References: <01bdb8c7$48efce00$0100fc9d@skynet> <35BCE890.89FF92D0@jps.net> NNTP-Posting-Host: 209.123.61.62 X-Newsreader: Forte Free Agent 1.11/32.235 On Mon, 27 Jul 1998 13:52:33 -0700, Elliott Lee wrote: >> 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? > [...] > >Hehee... I used to do that a long time ago. It's OK but just wait >until you have objects that overlap that visual space. Plus, you'll >have to make sure you make a background snapshot of the ground BEFORE >you slap graphics down on top, otherwise you'll end up getting all the >wrong colors. ^_^ I think your best move is probably the grid system. > Another reason is that I have this neat little random fire program. It operates by plotting random points on the screen. So still, although I realize it is distasteful and I too try to avoid it at all costs, how does one access the buffers directly.