Re: A89: FuZiOnZ Clarification


[Prev][Next][Index][Thread]

Re: A89: FuZiOnZ Clarification




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. :)
>