Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualmakuto

Posted 06 August 2013 - 04:14 PM

AABB collision detection is very popular. Pixel-perfect detection is also quite popular but is typically drastically slower than AABB detection.

 

With 2, you can use a quadtree or similar structures to avoid the O(n2) comparison of every object against each other.

 

1 may end up holding you back when you want to have different art/colors, but I can see some advantages (such as easy pixel-perfect destructible terrain like Worms)

 

It mostly depends on the game(s) you are planning to make; you probably shouldn't decide on one catch-all method.


#1makuto

Posted 06 August 2013 - 04:11 PM

AABB collision detection is very popular. Pixel-perfect detection is also quite popular but is typically drastically slower than AABB detection.

 

With 2, you can use a quadtree or similar structures to avoid the O(n2) comparison of every object against each other.

 

1 may end up holding you back when you want to have different art/colors, but I can see some advantages (such as easy pixel-perfect destructible terrain like Worms)


PARTNERS