Hi James,
Yeah, the frame independent circle-line stuff from my book doesn't handle
the tips of the line correctly. So that code, as-is, would not work well for
you. I have since create a super robust physics engine that handles edgest,
but at this time its kept close to the vest for Electrotank uses.
I'd recommend looking into FLADE to see if that is frame independent. I've
seen it posted on this list but I haven't read the details.
Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 919-609-0408
mobile: 919-610-5754
fax: 919-341-8104
----- Original Message -----
From: "James Marsden" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Monday, February 20, 2006 1:00 PM
Subject: Re: [Flashcoders] Platform Game Collision Detection
Hi,
Thanks for this, although we decided to work with circle-line based
detection as our game will require frame independent testing. If you're
suggesting we drop circle-line detection in favour of bitmap based
collision detection, how do you see it reducing the complexity of managing
the reactions returned from circle-line collision with multiple objects?
Cheers,
J
JesterXL wrote:
Meta-tiles help to decrease the amount of collision dectection run per
frame.
Additionally, bitmap collisions were always fast in Director, and the same
holds true for Flash's bitmap stuff:
http://www.gskinner.com/blog/archives/2005/02/source_code_gri.html
http://www.gskinner.com/blog/archives/2005/10/source_code_sha.html
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