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-Aurora-

Member Since 16 Apr 2012
Offline Last Active May 04 2012 09:03 AM
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Posts I've Made

In Topic: 2D game library for simulating thousand small moving objects (with collision...

17 April 2012 - 01:31 AM

So, as far as I understand the quadtree, you divide the gamefield into smaller sectors and this allows you to make a only collision detection with the elements which are located in one sector. Right?
I'm not sure if I'm yet good enough to implement this, though I can try it. Although it looks like Box2D can do exactly that, as per Zael's post?


Edit:
I think I managed it Posted Image
I used, like suggested by Zael, Box2D for collision detection and SFML for rendering the graphics. I'm still getting a stack overflow with more than 1700 objects, but everthing below that works perfectly fine. Thanks again for the help!

Edit 2:
The stack overflow is caused due to a too big array. I switched over to a pointer, which solved the problem.

In Topic: 2D game library for simulating thousand small moving objects (with collision...

17 April 2012 - 12:30 AM

Thanks, sounds like a better idea indeed, but as far as I know, Box2D is only a physic library? I'm not quite sure yet how to connect a graphic library with a physic library... are there any good tutorials around? I already had a look at the provided examples of Box2D - the "Testbed". But I'm a little bit confused by it, because it contains a lot of things which I don't need. I would prefer to have a look at a simple collision detection example to understand the libraries better.
This algorithm probably will work perfectly for 80 bacterias- will it work also for around 2000?

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