On 11 December 2012 21:14, David Griffiths <[email protected]> wrote: > > bb/bb-intersect? might be sufficient depending on the shape of your > objects...
I tend to even use (vdist ) on the two location vectors, then compare that to the radius of such objects that I store. If vdist is smaller than RadiusA + RadiusB we are colliding, for bouncing against "walls" it is even more simple. Cheap, cheerful and covers a lot of cases in practice. Also nice for this kind of thing; with the raycasting line-intersect thing for moving objects against static ones we can predict when it will hit in the future, given the speed and direction. With time-stamped OSC messages that means latency-compensation for your sound. Worked for the "pong" game I did and was a nice case of "game designers cheat worse than game players". :-) Cheers, Kas.
