Thanks all for the helpful responses.
Ian Thomas wrote:
Hi Rob,
The book deals with exactly that sort of stuff, from fairly much first
principles - then later goes on to talk about 3D. From what I understand,
it
was pretty much written to deal with exactly your situation...
(Danny is
Hi folks,
Re: the post earlier today -
I managed to nail the collision detection, and now it works like a dream
:) If there are any other beginners struggling with collision detection
for scrolling tilebased games (particularly using Strille's supertile
engine[1]), check out TonyPa's vector
James Marsden wrote:
Hi folks,
Re: the post earlier today -
I managed to nail the collision detection, and now it works like a
dream :) If there are any other beginners struggling with collision
detection for scrolling tilebased games (particularly using Strille's
supertile engine[1]),
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
/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
Hey,
thanks for this. In fact the collision detection is prohibitive; the
woodpecker effect is the result of detecting more than one collision -
ie, in both directions with a line, so it bounces back and forward not
knowing which way to apply the radius 'buffer'.
All of our code is using
Hi,
Thanks for this, although we decided to work with circle-line based
detection as our game will require frame independent testing. If you're
suggesting we drop circle-line detection in favour of bitmap based
collision detection, how do you see it reducing the complexity of
managing the
-
From: James Marsden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, February 20, 2006 1:00 PM
Subject: Re: [Flashcoders] Platform Game Collision Detection
Hi,
Thanks for this, although we decided to work with circle-line based
detection
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
I was about to strongly suggest that book - but I see you already got there,
Charles. *grin*
Ian
On 2/20/06, Charles Parcell [EMAIL PROTECTED] wrote:
I would strongly suggest this book.
Thomas [mailto:[EMAIL PROTECTED]
Sent: Monday, February 20, 2006 1:45 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Platform Game Collision Detection
I was about to strongly suggest that book - but I see you
already got there, Charles. *grin*
Ian
On 2/20/06, Charles Parcell
mailing list
Subject: Re: [Flashcoders] Platform Game Collision Detection
I was about to strongly suggest that book - but I see you
already got there, Charles. *grin*
Ian
On 2/20/06, Charles Parcell [EMAIL PROTECTED] wrote:
I would strongly suggest this book.
http://www.amazon.com
Hi Rob,
The book deals with exactly that sort of stuff, from fairly much first
principles - then later goes on to talk about 3D. From what I understand, it
was pretty much written to deal with exactly your situation...
(Danny is on this list somewhere, so can no doubt speak for himself. :-) )
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