Path: chuka.playstation.co.uk!news From: Phil Gooch Newsgroups: scea.yaroze.beginners,scee.yaroze.freetalk.english Subject: Re: Darco's Newbie Tutorials Date: Tue, 15 Sep 1998 15:05:05 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <35FE7411.D55A7BD4@easynet.co.uk> References: <35FE54E6.85E323A8@bigfoot.com> <35FE6B8E.DB23B00D@ndirect.co.uk> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Xref: chuka.playstation.co.uk scea.yaroze.beginners:273 scee.yaroze.freetalk.english:2327 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