Author Topic: Sprite collision revisited  (Read 621 times)

spenoza

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Sprite collision revisited
« on: December 18, 2011, 03:49:33 AM »
So, here's how Mike Daily handles collisions. He uses Gamemaker as a starting point because he argues it does things horribly. How does his method compare to your own?

http://dailly.blogspot.com/2011/06/collision-detection.html
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touko

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Re: Sprite collision revisited
« Reply #1 on: December 18, 2011, 04:39:32 AM »
I have already red this ..

Personaly i'am using bouding box, this methos is IMO the more simpliest,and give very good results in most cases.
I have also used hardware sprite detection + bouding boxes on pce.

Pixel perfect is the best, but also more CPU consuming,and difficult to implement.
« Last Edit: December 18, 2011, 04:53:43 AM by touko »

Arkhan

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Re: Sprite collision revisited
« Reply #2 on: December 18, 2011, 04:44:50 AM »
I have already red this ..

Personaly i'am using bouding box, this methos is IMO the more simpliest,and give very good results in most cases.
I have also used hardware sprite detection + bouding boxes on pce.

Pixel perfect is the best, but also more CPU consuming.

the hardware collision isn't so great if the sprites aren't taking up the whole box lol.


I use bounding boxes too, as it makes the most sense and offers great flexibility.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Sprite collision revisited
« Reply #3 on: December 18, 2011, 04:51:25 AM »
Yes but you lunch a bounding test ONLY when an hardware collide interrupt is set ..
you avoids more collisions tests for nothing  .

But i admit for PCE this is very very limited .

« Last Edit: December 18, 2011, 04:53:02 AM by touko »

Arkhan

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Re: Sprite collision revisited
« Reply #4 on: December 18, 2011, 04:53:28 AM »
Yes but you lunch a bouding test ONLY when an hardware collide interrupt is set ..
you avoids more collisions tests for nothing  .

But i admit for PCE this is very very limited .



I suppose you could do that, but is the gain really worth a damn?
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Sprite collision revisited
« Reply #5 on: December 18, 2011, 04:56:41 AM »
i don't know really, i think so, and i confirm if you're using HuC for testing .
Because you probably use arrays for sprites coordinates.

This method is only usefull if sprite 0 is assigned (for exemple), for player shoot,and can shoot one at the same time  ..
« Last Edit: December 18, 2011, 05:01:32 AM by touko »

Arkhan

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Re: Sprite collision revisited
« Reply #6 on: December 18, 2011, 05:11:35 AM »
i don't know really, i think so, and i confirm if you're using HuC for testing .
Because you probably use arrays for sprites coordinates.

This method is only usefull if sprite 0 is assigned (for exemple), for player shoot,and can shoot one at the same time  ..


I don't use arrays, period.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Sprite collision revisited
« Reply #7 on: December 18, 2011, 05:23:04 AM »
Separates variables ??, or the use of spr_get ???

Arkhan

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Re: Sprite collision revisited
« Reply #8 on: December 18, 2011, 03:46:06 PM »
Neither.

;)
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Sprite collision revisited
« Reply #9 on: December 18, 2011, 06:29:40 PM »
Lol,stack ???
printer??
3D storage ???
Aliens system ???
 :mrgreen:

Arkhan

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Re: Sprite collision revisited
« Reply #10 on: December 19, 2011, 12:46:52 AM »
Magic and violence.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Sprite collision revisited
« Reply #11 on: December 19, 2011, 02:01:39 AM »
 :lol: