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### #ActualServant of the Lord

Posted 30 April 2012 - 03:34 PM

Check out GLEED2D.

You could use polygons like circles, ovals, rectangles, and triangles to as collision boundries.
Or, you can just use lines and splines to define boundaries that can't be crossed (though I personally don't know the math behind that).

More specifically how would the collision detection work with these non-rectangular shapes, since I am under the assumption that I should be able to load up an image into the game and someone get the player or an object to collide with it somehow.

How does collision detection work with non-cube 3D models in a complex world in a 3D game? They don't bother checking collision for every little triangle that makes up the 3D model, until such precious is needed. For 2D images, you don't bother checking per-pixel collision until you need such precision. You can check a generic axis-aligned rect first and only if it passes that rect, then you check per-pixel or per-triangle (if you need it).

### #1Servant of the Lord

Posted 30 April 2012 - 01:43 PM

Check out GLEED2D.

You could use polygons like circles, ovals, rectangles, and triangles to as collision boundries.
Or, you can just use lines and splines to define boundaries that can't be crossed (though I personally don't know the math behind that).

More specifically how would the collision detection work with these non-rectangular shapes, since I am under the assumption that I should be able to load up an image into the game and someone get the player or an object to collide with it somehow.

How does collision detection work with non-cube 3D models in a complex world in a 3D game? They don't bother checking collision for every little triangle that makes up the 3D model, until such precious is needed. For 2D images, you don't bother checking per-pixel collision until you need such precision. You can check a generic axis-aligned rect first and only if it passes that rect, then you check per-pixel or per-triangle.

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