On Mon, Oct 20, 2008 at 7:44 AM, Facundo Batista
<[EMAIL PROTECTED]> wrote:
> What do you mean with "flexible"? What of that structure liked you most?

I liked that rabbyt's collision routines work to a very simple
interface. Note the docs:
http://matthewmarshall.org/projects/rabbyt/docs/rabbyt/collisions/

Since we were mashing rabbyt and cocos, it was very simple to get
collisions between sprites up and running, even with our RabbytNode
frankensprite.

Each collision routine is straightforward and narrowly targeted. I
could just as easily check collisions with a mouseclick and the
sprites, or run collisions on a separate data model running parallel
to the game display. All I have to do is implement the appropriate
interface on my colliding objects.

Having the choice between bounding radius and bounding box collisions
was also helpful, if I recall.

> Which features do you think that a collision engine should have?

It has to be fast. :) If there were a collision system integrated with
cocos, I wouldn't have to integrate my own, so I'd be willing to give
up some of the flexibility. Collisions between Sprites (or
CocosNodes?) are essential. Checking for mouseclick intersection is a
must, of course.

I'm sure there are other things I'm forgetting. Just make it fast. :)

David

--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to [EMAIL PROTECTED]
For more options, visit this group at 
http://groups.google.com/group/cocos-discuss?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to