I would strongly suggest this book.
<
http://www.amazon.com/gp/product/1584503300/sr=8-1/qid=1140455849/ref=sr_1_1/104-7609160-1088727?%5Fencoding=UTF8
>


Charles P.



On 2/20/06, James Marsden <[EMAIL PROTECTED]> wrote:
>
> Hello games people,
>
> Can anyone suggest a good resource/example of circle-line collision
> detection and reaction for platform games? We have been through lots of
> tutorials, including the ones in Jobe Makar's demystified book - the
> simple examples work fine, but we can't get the examples to scale to a
> sprite controlled by input from a user.
>
> For example, the vector of a ball sprite falling and bouncing from a
> line is processed to bounce the sprite away from the line - but what
> happens when a force is constantly being applied by a user holding down
> a key to run? We get a woodpecker effect :( and worse when trying to
> test for collisions on multiple objects at the same time - the sprite
> passes through a wall or platform because the radius offset logic is
> escaping us. We've tried three different approaches to the same problem,
> and each one seems to come back to the issue of correctly ordering the
> reactions.
>
> I thought the math would be the hardest part about developing games, but
> that has been easy compared to the logic...
>
> Can anyone help with a point in the right direction?
>
> Thanks in advance,
>
> James
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