Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Antony Arciuolo" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Collision detection with rotating sprites Date: Fri, 4 Dec 1998 11:51:09 -0500 Organization: SCEA News Server Lines: 19 Message-ID: <749326$3te2@scea> References: <01be1d86$03a1a160$0a3ddec2@guildfoc> <742u50$9lv3@chuka.playstation.co.uk> <01be1e90$e7e94160$0a3ddec2@guildfoc> <746eq9$c3e2@chuka.playstation.co.uk> <3666DDF3.EBEFDB1E@cthullu.freeserve.co.uk> <01be1ef5$5bfd4ba0$LocalHost@guildfoc> <748a63$c3e3@chuka.playstation.co.uk> NNTP-Posting-Host: aarciuol.pc.trincoll.edu X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 There are fixed point methods, but are these the slow ones to which you refer? If not I have one that works pretty good and I've never noticed an impact on performance. - Tony George Bain wrote in message <748a63$c3e3@chuka.playstation.co.uk>... > >Hi Miles, > >I think you might have to decide whether you want >your routine to be very accurate or very fast. I >tend to stay far clear from sqrt(). >