Re: [Flashcoders] Lightweight Collision for Platform Game
Grant Skinner has Proximity Manager which does something similar... http://gskinner.com/blog/archives/2005/02/source_code_gri.html Mark Winterhalder wrote: On Tue, Mar 4, 2008 at 11:34 PM, Elia Morling [EMAIL PROTECTED] wrote: What is the best collision system for a platform game? I've currently looked at box2D, but I think it runs amazingly slow on afew macs and other machines. Therefore I wonder if there is anything faster lightweight? I think I may need move towards a ray placed under the character instead of actually box-to-box collision. Any ideas? The Flashplayer's native hitTest() is a fast bounding box test for two specific clips, or pixel-exact test for a point and a clip. But if you have several objects you need to test against each other, then minimizing the total number of tests should come first. A quad tree helps with that: http://en.wikipedia.org/wiki/Quadtree That should give you a small number of potential hits, which you can then test with a more exact (and expensive) operation. Mark ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Glen Pike 01736 759321 www.glenpike.co.uk http://www.glenpike.co.uk ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Lightweight Collision for Platform Game
What is the best collision system for a platform game? I've currently looked at box2D, but I think it runs amazingly slow on afew macs and other machines. Therefore I wonder if there is anything faster lightweight? I think I may need move towards a ray placed under the character instead of actually box-to-box collision. Any ideas? Thanks Elia ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Lightweight Collision for Platform Game
Hello, http://www.harveycartel.org/metanet/tutorials.html -- iv http://www.bezier.ru http://bezier.googlecode.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Lightweight Collision for Platform Game
http://lab.polygonal.de/ Elia Morling wrote: What is the best collision system for a platform game? I've currently looked at box2D, but I think it runs amazingly slow on afew macs and other machines. Therefore I wonder if there is anything faster lightweight? I think I may need move towards a ray placed under the character instead of actually box-to-box collision. Any ideas? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Lightweight Collision for Platform Game
On Tue, Mar 4, 2008 at 11:34 PM, Elia Morling [EMAIL PROTECTED] wrote: What is the best collision system for a platform game? I've currently looked at box2D, but I think it runs amazingly slow on afew macs and other machines. Therefore I wonder if there is anything faster lightweight? I think I may need move towards a ray placed under the character instead of actually box-to-box collision. Any ideas? The Flashplayer's native hitTest() is a fast bounding box test for two specific clips, or pixel-exact test for a point and a clip. But if you have several objects you need to test against each other, then minimizing the total number of tests should come first. A quad tree helps with that: http://en.wikipedia.org/wiki/Quadtree That should give you a small number of potential hits, which you can then test with a more exact (and expensive) operation. Mark ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders