Path: chuka.playstation.co.uk!news From: george_bain@playstation.sony.com (George Bain) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Collision detection with rotating sprites Date: 3 Dec 1998 16:38:33 GMT Organization: Sony Computer Entertainment Europe Lines: 27 Message-ID: <746eq9$c3e2@chuka.playstation.co.uk> References: <01be1d86$03a1a160$0a3ddec2@guildfoc> <742u50$9lv3@chuka.playstation.co.uk> <01be1e90$e7e94160$0a3ddec2@guildfoc> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.8 (x86 32bit) Hi Miles, Yes, it is hard to use spheres when using rectangular obejcts. I had an example demonstrating that in some cases a bounding sphere will fail(rectangles) in the NY tutorial. I would therefore split the rectangle into sizes similiar to the colliding object. George@SCEE In article <01be1e90$e7e94160$0a3ddec2@guildfoc>, miles@guildfrd.demon.co.uk says... >The reason I have to do this is that the sprite in question is a rectangle >at least twice as long as it is wide - so I use two bounding boxes/spheres. > > >- Miles > > > > >