quote:Original post by Carrot
If each platform or NPC has a collision area described by a bounding box (just for simplicity), and the player''s velocity is described by a two-dimensional vector then a simple ''vector/box intersection'' test will catch any collisions.
There was an interesting discussion about a month ago about how to deal with collision detection when collision timescales were expected to be less than integration timescales. If anyone is particularly interested there''s probably a link through my profile... or you can do a search.
Cheers,
Timkin