Hello,
I'm at one of those places where I'm theorizing my next game. I could either
finish up CrystalFighter, or I could do an Xwing vs TieFighter style game with
cheap graphics, but cool building up a squadron over time. I'm just theorizing
here, and not committing to anything.
So when I did collision detection with CrystalFighter, I had a mesh and did X
collision detections where X = (distance travelled) / (size of Mesh). This is
good for moving short distances, but a spaceship could move super fast. So
what is the proper way to say check if a spaceship hit into asteroids or other
ships? I was thinking you could turn the spaceship into a large mesh in the
shape of its pathway, then check once for collisions. If there is a collision,
determine where it happened, otherwise return false for the function.
Is that the right way to do that? Or is there a better way to do collision
detection for fast moving objects?
I'm just theorizing what my next project could be.
,Jim
------------------------------------------------------------------------------
Try New Relic Now & We'll Send You this Cool Shirt
New Relic is the only SaaS-based application performance monitoring service
that delivers powerful full stack analytics. Optimize and monitor your
browser, app, & servers with just a few lines of code. Try New Relic
and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may
_______________________________________________
Crystal-main mailing list
Crystal-main@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe:
mailto:crystal-main-requ...@lists.sourceforge.net?subject=unsubscribe