Quote:Can the methods you've described work (easily) with pixel perfect collision?As you probably already know, there are some difficulties with pixel-based collision detection, such as taking the sprite rotation into account, and generating collision info such as contact normals.
I haven't done any pixel-based coldet, so I know little about the subject; it may be that there are standard solutions to the above problems. That said, I would probably still prefer a geometric approach. If you can approximate your sprites with a simple bounding volume (sort of accurate), a convex hull (more accurate) or a series of line segments (very accurate), you can then express the collision detection problem in terms of these primitives, which I think would be more flexible and easier to work with.
Just IMO.