Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Antony Arciuolo" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2d Collision detection Date: Fri, 9 Oct 1998 11:45:28 -0400 Organization: SCEA News Server Lines: 22 Message-ID: <6vla90$7882@scea> References: <6vggm5$6uj2@scea> <361E1F8A.DA65D1D6@ndirect.co.uk> NNTP-Posting-Host: aarciuol.pc.trincoll.edu X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Actually, I would be interested. I saw some stuff on circle collision, but it involved squares and square roots that didn't seem that fast to me. Please let me know if you have a quick algorithm. Thanks. Alex Herbert wrote in message <361E1F8A.DA65D1D6@ndirect.co.uk>... > >BTW. If your sprites are square (or nearly square), then I'd favour bounding >circles rather than boxes when using the angle/speed type movement. If you're >interested in how to do this very fast and efficiently, let us know and I'll >explain. It can also help with the above problem. > > >Herbs >