Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: Pixel Perfect Collision Date: Fri, 04 Apr 2003 10:17:35 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 39 Message-ID: References: NNTP-Posting-Host: public2-ward1-6-cust140.oldh.broadband.ntl.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.3) Gecko/20030312 X-Accept-Language: en-us, en In-Reply-To: I think i've still got a pixel-perfect collision detection tutorial on my page: http://www.netyaroze-europe.com/~partinga It ain't the most well-written document but the basics are there. Collision's a bastard innit? :) I need really robust collision on Gravity Girl because it's quite good fun to bounce your ship off the walls - I think there could be strategy in there somewhere, and making the player die quickly to cover up bugs in the code just isn't on. :) Three bastard years doing that sodding collision routine, but I didn't want to work on other parts of the game before i'd fixed it!! (not continuously I hasten to add - only really sat down and concentrated on it when I found out how to use arctan properly, i.e. the other day). I'm not doing it pixel-perfect though. Since my character/ship will always be at the centre of the screen, I can take the middle 4 blocks of the background on the screen and only check against those. Cheers, Andy Chris Wallace wrote: > All my games so far have used boxes, not even circles! > My latest excuse for a game will need almost perfect collision to be > playable, dieing when you were well off from a wall is incredibly annoying! > > Anyone have any pixel-perfect collision tutorials? If i put all > background/collidable scenery on one layer of the ordering table can I just > check a sprite against the whole layer or is it realy complex? > > Cheers, Chris. > >