On Thu, Mar 6, 2008 at 8:42 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
> If you have a bunch of things and one or more actions to perform on them,
> you should put all of them into a collection object with methods that do
> what you want to the collection. So rather than have each object test
> collision with every other (a simple, but rather inefficient algorithm), you
> would ask the "collision space" object containing all of the objects, which
> objects collide. If objects collide, then the collision space could call a
> method on each colliding object saying what it collided with. Or the
> collision space itself could handle the collisions, though I prefer the
> former method since you let each object decide it's behavior. For example, a
> missile object might hit another object. When the missile's "collide(self,
> other)" method is called, it would explode and call the damage() method on
> the other object (or something like that).
>
> This encapsulates your collision handling (or whatever you do at the
> collection level) in one place so that the node object just need to know
> what to do when they collide, not how to figure out who they collide with.
> It also gives you an easier way to plug in a more efficient algorithm or a
> different implementation altogether (e.g, using ode)

Ooo, I like that idea!  But what's "ode"?

~ Nathan

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