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collision detection DooMGazE (1 reply, 3 views) (2001-Dec-21) Hi guys, up until now i've been using a per-tile collision
detection model in my 2d rpg.. i dont, however, want to
snap people playing my game to a grid.
Luckily (no pun intended), i stumbled upon the latest
tutorial on Lucky's site with irregularly shaped collisions.
now this may sound completely retarded, but i cant seem to
make the collision "stop" the ship properly...
keep in mind, i've been using per-tile collisions.
ie) if tile(x,y).Collision <> true then MovePlayer
i've zipped up the source project that i've modified, so
you can see what im doing (wrong)...
any help is greatly appreciated.
also, i noticed that this method is being used in Talos's
latest shooter... i'll be using this method in a game where
many many many more collisions will be taking place than just ship on ship..
is this a viable collision method for what i want to do?
or should i just take the plunge and spend 6 months writing
a pixel perfect collision detection model?
thanks for all your help, i really appreciate it.
source project:
www.slipperfish.com/coldfusion/collision.zip
NOTE: i posted this on lucky's message board, but its' kinda
chaotic over there and i think it may have been overlooked :(
sorry for mass site spammage...
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