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Character collision systems   Message List  
Reply | Forward Message #14799 of 15019 |
RE: [gbadev] Character collision systems


> -----Original Message-----
> From: Palamon 3 [mailto:palamon_3@...]
<snip>

The Y sorting is good if your game uses a 2D field. If it's simply a
platformer, such as Mario, you can get away with sorting just the axis
you're primarily moving along. If you're doing an overhead game, such as
most sports games, where movement along both axes are common *and* you are
likely to want to either check for all sprites close to a boundary or in a
straight line along either axis (laser fire, for instance), then sometimes
the second axis can come in handy.

Something to note when checking an axis list in either direction is that you
need to check all sprites out to the maximum width of the largest sprite.


Hope that helps.


Jesse







Fri Oct 8, 2004 12:15 am

the_real_tho...
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Message #14799 of 15019 |
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Hi, I've been trying to figure out a good way to detect if two objects touch each other in an action game like mario brothers. The first game I am making, I...
Palamon 3
palamon_3
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Oct 3, 2004
12:48 pm

You could use the two techniques you describe at the same time, by having a collision map which is of a lower resolution than the spite movement. so have a...
phantasm4489
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Oct 3, 2004
1:46 pm

Another way to do it is to have all of your sprites in X-sorted and Y-sorted linked lists. The list only changes when one sprite moves past another one, or...
Jesse McClusky
the_real_tho...
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Oct 5, 2004
12:16 pm

That's a really good idea, (I'm still wondering how come I didn't come up with it on my own :) ) But after some thought, I'm just wondering how to implement...
Palamon 3
palamon_3
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Oct 7, 2004
10:09 pm

... <snip> The Y sorting is good if your game uses a 2D field. If it's simply a platformer, such as Mario, you can get away with sorting just the axis you're...
Jesse McClusky
the_real_tho...
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Oct 8, 2004
12:33 am
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