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

----- Original Message ----- 
From: "James Marsden" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Monday, February 20, 2006 12:36 PM
Subject: [Flashcoders] Platform Game Collision Detection


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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