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Nov 6th, 2001, 03:34 PM
#1
Thread Starter
Hyperactive Member
Game Theory: 2D collision detection
How does 2D collision detection work? Like me an object walks up to a cliff or wall. What's stops them from the inverse side? Etc. What about a crooked wall, how do you make that easier, and how do they work when the player's screen scrolls as they walk?
I'm referring to a top view game.
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Nov 6th, 2001, 04:15 PM
#2
Good Ol' Platypus
You would use vector-based, pixel-based, and circle-based collision detection. This way any kind of collision is possible. For straight walls, you would use rectangular collision detection. There is an API for this: IntersectRect.
You can look these up at voodooVB:
http://voodoovb.thenexus.bc.ca/
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