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Thread: Game Theory: 2D collision detection

  1. #1

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    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.

  2. #2
    Good Ol' Platypus Sastraxi's Avatar
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    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/
    All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
    (Just a heads-up)

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