Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2d Collision detection Date: Sat, 10 Oct 1998 12:06:13 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <361F3FA5.DE118620@hinge.mistral.co.uk> References: <6vggm5$6uj2@scea> <361E1F8A.DA65D1D6@ndirect.co.uk> <6vla90$7882@scea> NNTP-Posting-Host: d3-s10-166-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Antony Arciuolo wrote: > 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. You can use manhattan distance approximation (I posted the 3D version of this a while ago).Much quicker than real root, uses a 2 multiples or a couple of shifts to get the result. It's accuracy depends on whether you use the shift (fast, less accurate) or multiply (slower, more accurate). Craig.