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 -~----------~----~----~----~------~----~------~--~---
