Re: A89: FuZiOnZ Clarification


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Re: A89: FuZiOnZ Clarification




I meant Ti-8x calculators, not x86 (too much asm on the brain)

>I'm not sure what this discussion was from, but pixel level collision
>detection probably is too slow for x86 calculators.. at least not practical
>if you plan on having more then a few sprites on the screen at once. You
can
>use a technique called 'limiting the bounding boxes' which increases
>accuracy.. or, simply compose the ship of multiple sprites and those
sprites
>implement collision detection seperately (i.e. 1 sprite = hull, 2 sprites =
>wing on each side)
>
>>> wouldnt it be even faster to assume they where boxes?
>>
>>One problem would be that it would be very odd if you fired at a ship
>(imagine
>>those butterfly looking things in level one of Star Fox for the SNES) and
>you
>>hit it just past the wing, but it blew up. But then again, odd hit
>detection
>>is better than no game. :)
>>
>
>