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I'll just go with pixel testing, I want to have a respectable accurance with collisions.
setPixel(screen,x,y, getPixel(bitmap, textureX % IMG_W, textureY % IMG_H));
Quote from: Matrefeytontias on January 09, 2013, 05:04:41 pmI'll just go with pixel testing, I want to have a respectable accurance with collisions.I'm not sure if that's a good idea, as pixel operations are never (on any platform) very fast
To render the scene, my Mode7 engine doesCode: [Select]setPixel(screen,x,y, getPixel(bitmap, textureX % IMG_W, textureY % IMG_H));... Plus some more calculations 14325 times. I don't think that testing 44*16 additional pixels will change anything to the speed (moreover, the Mode7 engine uses floats - I'll optimise it later, and the detection engine will be restricted to ints).
Quote from: hoffa on January 09, 2013, 05:15:28 pmQuote from: Matrefeytontias on January 09, 2013, 05:04:41 pmI'll just go with pixel testing, I want to have a respectable accurance with collisions.I'm not sure if that's a good idea, as pixel operations are never (on any platform) very fastExcept in some cases on the 83+ (in Axe and TI-BASIC). In TI-BASIC there isn't much difference over using matrices, but in Axe if you need accuracy it's the fastest way.