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Atari demoscene BBS
| Collision detection |
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Posted by: Bod/STAX
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Jul,29.2004-19:27
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Does anyone know how to do non-square collision detection?
Say, if you're 2D object is skewed in someway, maybe like this:
********
********
*******
*******
or maybe, with the skew vertically, or both vertically AND
horizontally?
If someone could explain the theory to how it's done, or perhaps
point me to some 68k example source code.
Either would be very much appreciated.
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[All messages in this thread] [Start new thread]
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Topic
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Posted by
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Date
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Collision detection
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Bod/STAX
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Jul,29.2004-19:27
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Re: Collision detection
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Bod/STAX
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Jul,29.2004-19:28
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Re: Collision detection
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ray
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Jul,29.2004-20:01
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Re: Collision detection
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Patrice Mandin
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Jul,30.2004-17:21
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Re: Collision detection
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Patrice Mandin
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Jul,29.2004-20:40
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Re: Collision detection
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Bod/STAX
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Jul,29.2004-21:00
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Re: Collision detection
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Bod/STAX
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Jul,29.2004-21:11
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Re: Collision detection
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Patrice Mandin
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Jul,30.2004-10:57
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Re: Collision detection
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Bod/STAX
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Jul,30.2004-13:07
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Re: Collision detection
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gwem
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Jul,30.2004-13:20
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What's the anti-troll code? That's your personal code to be able to add comments and messages on the dhs.nu site.
Don't have a code or forgot it? Fix it here.
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