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Tile Collision in DirectX 3d?

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How can I set up a tile collision for a simple squared floor I created in DirectX 3D and want to have a tile system set up so if I was supposed to have something that takes up 4 tiles I placed in the map, it would not let any other object go in a unavailable tile or let it be placed their or let AI go through it, what not... How would I start off? I know I need to create a array of 0s, 1s showing that that block is available or not, but how do I know if the grid would be correct size and know the user can't place a object outside the 'building' area? Project Details DirectX 9 3D, Win32, C++ VS2005 STD. [Edited by - ajm113 on August 2, 2008 2:33:26 AM]

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