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collision detection

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I am programming a breakout clone and have the ball and bricks and the paddle, all I need is help in implementing the collision detection for the ball and the paddle and the bricks,

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Well...
If you just need to find collisions for two boxes just do this...

if x1 + width1 > x2 and y1 + height1 > y2 and x1 < x2 + width2
and y2 < y2 +height2 then collision!

it may not work correctly because I am a little rusty in 2D but this are the basis.
(its written in pseudo-code. dont just copy and paste).

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The simplies way is to check everything as per frame...
This would give you the best quality and the worse FPS

you should have a

I assume you would have the following handy
Object: bounded by a set of vertices and
a set of three vertices define a plane (a triangle)
your triangle ranges from 0 to pPlane[k];
Curl your vertices to get the norm.

your ball position... "pPosition" and radius of that ball


bool Collision(PlaneDataTYPE pPlane, PositionVectorDATATYPE pPosition)
{
for ( int i = 0; i < k; i++ )
if ( D3DXPlaneDotCoord( &pPlane, pPosition ) + radius < 0 )
// radius is your ball / sphere radius
return FALSE;

return TRUE;
}


if the function evaluates true then you have a collision, else, your ball roams free

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You might be interested in the excellent Metanet Software Tutorials: Basic Collision Detection and Response and Grid-based Collision Detection and Raycasting. Example code is ActionScript (Flash) but is fairly readable if you're using another language, and the explanation of the techniques used is excellent.

Hope that helps. [smile]

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