Author Topic: Collision Detection Explained  (Read 30110 times)

0 Members and 1 Guest are viewing this topic.

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
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.
One of these days I'll get a sig I'm really proud of.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Collision Detection Explained
« Reply #16 on: March 11, 2010, 11:45:44 pm »
Hmmmm...not currently. I shall ponder this conundrum :D
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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 x.x

Offline Ti-newb

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 180
  • Rating: +3/-0
    • View Profile
Re: Collision Detection Explained
« Reply #18 on: November 02, 2010, 03:05:15 pm »
Ty for the tutorial =). Easily understood ttytytyty

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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?

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Collision Detection Explained
« Reply #20 on: November 03, 2010, 10:51:59 pm »
Ty for the tutorial =). Easily understood ttytytyty

You're welcome. It's what it's here for :)
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline tpt1234567890

  • LV3 Member (Next: 100)
  • ***
  • Posts: 45
  • Rating: +0/-0
    • View Profile
Re: Collision Detection Explained
« Reply #21 on: October 28, 2013, 11:39:31 pm »
Awesome tut!