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Sep 6th, 2010, 11:42 PM
#4
Lively Member
Re: Detecting a Collision "in advance"
 Originally Posted by Jenner
What you ultimately want is what's called a Quaternion.
One of the reasons they're used in rotation is they don't suffer from gimbal lock which is a major plus.
You don't need quaternions for 2D, there's no such thing as gimbal lock there.
For the OP, I think your program's going to get really complicated really fast. I'd want do define walls in a more general way, like with a separate data structure containing all the line segments or something. Then there's just no wall where the door is, and players can't get too close to any wall.
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