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 Collision Detection Algorithm
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but isn't it slower to acces the direct draw surface? U can separate the pictures of the sprites and theire caracteristics (interaction with the virtual world of the game)...

Yo!

Edited by - lexa on February 9, 2002 9:51:07 AM

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this article would be interestning if it were also discussing the collision response computation.

If you know a good way to perform 2D collision detection mixed with a rebond calculation, please let me know...

thanks guys!

vive les jeux d'o'mots.

LeXa.

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Isn't there a mathematical way to calculate a collision.
Something like a border point from object A that crosses the equation of object B.
Like this you could calculate collision detection between awry standing rectangles ...?

EGS

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Thanks alot for a great article! Helped me out alot. Just what i needed to know and no nosense.

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Hi,
I'm now writing my very first game, and this article helped a lot. Made my whole life easier.
Thanks so much!

-- Nimrod

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dude you made a very nice article, i read it in like 3 minutes or whatever and i understood everything that took me like half an hour to understand in another doc that talked about the same stuff but dealt more with code and i didnt like the way the dude coded so i was stuck there going thru the code trying to understand it.

nice explanation of what is important, which isn't the code. like you said you were gonna say how to do it not how to optimize it :)

close to perfect in the way i learn (visual mostly) good job.

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To all:

To practically implement this technique you should create a bitmasks for each sprite and then just do simple bitwise AND tests on them (however, you will have to shift the bitmask (just one sprite's bitmask is enough) into proper position using bitwise shifts.) With 32 bit ints this should be pretty fast.

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