Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
Collision Detection Explained
« previous
next »
Print
Pages:
1
[
2
]
Go Down
Author
Topic: Collision Detection Explained (Read 30067 times)
0 Members and 1 Guest are viewing this topic.
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
Re: Collision Detection Explained
«
Reply #15 on:
March 11, 2010, 11:38:45 pm »
I guess what I'm asking is if you know any tricks concerning storing a huge amount of map data and then accessing it quickly. Basically, something that could magically make my movement-with-scrolling program fast.
Logged
One of these days I'll get a sig I'm really proud of.
meishe91
Super Ninja
LV11
Super Veteran (Next: 3000)
Posts: 2946
Rating: +115/-11
Re: Collision Detection Explained
«
Reply #16 on:
March 11, 2010, 11:45:44 pm »
Hmmmm...not currently. I shall ponder this conundrum
Logged
Spoiler
For
Spoiler
:
For the 51
st
time, that is not my card! (Magic Joke)
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Collision Detection Explained
«
Reply #17 on:
March 11, 2010, 11:46:19 pm »
I never really attempted maps this large with matrices. I never went higher than 16x16 I think. Usually, for anything larger I just went with strings then recalled sprites depending of what,s the character in the string, but that's slow
Logged
Ti-newb
LV4
Regular (Next: 200)
Posts: 180
Rating: +3/-0
Re: Collision Detection Explained
«
Reply #18 on:
November 02, 2010, 03:05:15 pm »
Ty for the tutorial =). Easily understood ttytytyty
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Collision Detection Explained
«
Reply #19 on:
November 02, 2010, 03:06:55 pm »
HOLY NECROPOST BATMAN!!!!!
j/k wow I haven't seen you in ages TI-Newb. Are you still regularly coding?
Logged
meishe91
Super Ninja
LV11
Super Veteran (Next: 3000)
Posts: 2946
Rating: +115/-11
Re: Collision Detection Explained
«
Reply #20 on:
November 03, 2010, 10:51:59 pm »
Quote from: Ti-newb on November 02, 2010, 03:05:15 pm
Ty for the tutorial =). Easily understood ttytytyty
You're welcome. It's what it's here for
Logged
Spoiler
For
Spoiler
:
For the 51
st
time, that is not my card! (Magic Joke)
tpt1234567890
LV3
Member (Next: 100)
Posts: 45
Rating: +0/-0
Re: Collision Detection Explained
«
Reply #21 on:
October 28, 2013, 11:39:31 pm »
Awesome tut!
Logged
Print
Pages:
1
[
2
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
Collision Detection Explained