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Omnimaga
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Collision Detection Explained
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Topic: Collision Detection Explained (Read 30031 times)
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Radical Pi
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Posts: 1143
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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.
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meishe91
Super Ninja
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Re: Collision Detection Explained
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Reply #16 on:
March 11, 2010, 11:45:44 pm »
Hmmmm...not currently. I shall ponder this conundrum
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: Collision Detection Explained
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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
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Ti-newb
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Re: Collision Detection Explained
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Reply #18 on:
November 02, 2010, 03:05:15 pm »
Ty for the tutorial =). Easily understood ttytytyty
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
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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?
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meishe91
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Re: Collision Detection Explained
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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
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tpt1234567890
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Re: Collision Detection Explained
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Reply #21 on:
October 28, 2013, 11:39:31 pm »
Awesome tut!
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Collision Detection Explained