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PCE-FX Homebrew Development => Localizations, Games, Apps, Docs => Topic started by: spenoza on 12/18/2011, 11:49 AM

Title: Sprite collision revisited
Post by: spenoza on 12/18/2011, 11:49 AM
So, here's how Mike Daily handles collisions. He uses Gamemaker as a starting point because he argues it does things horribly. How does his method compare to your own?

http://dailly.blogspot.com/2011/06/collision-detection.html
Title: Re: Sprite collision revisited
Post by: touko on 12/18/2011, 12:39 PM
I have already red this ..

Personaly i'am using bouding box, this methos is IMO the more simpliest,and give very good results in most cases.
I have also used hardware sprite detection + bouding boxes on pce.

Pixel perfect is the best, but also more CPU consuming,and difficult to implement.
Title: Re: Sprite collision revisited
Post by: Arkhan Asylum on 12/18/2011, 12:44 PM
Quote from: touko on 12/18/2011, 12:39 PMI have already red this ..

Personaly i'am using bouding box, this methos is IMO the more simpliest,and give very good results in most cases.
I have also used hardware sprite detection + bouding boxes on pce.

Pixel perfect is the best, but also more CPU consuming.
the hardware collision isn't so great if the sprites aren't taking up the whole box lol.


I use bounding boxes too, as it makes the most sense and offers great flexibility.
Title: Re: Sprite collision revisited
Post by: touko on 12/18/2011, 12:51 PM
Yes but you lunch a bounding test ONLY when an hardware collide interrupt is set ..
you avoids more collisions tests for nothing  .

But i admit for PCE this is very very limited .
Title: Re: Sprite collision revisited
Post by: Arkhan Asylum on 12/18/2011, 12:53 PM
Quote from: touko on 12/18/2011, 12:51 PMYes but you lunch a bouding test ONLY when an hardware collide interrupt is set ..
you avoids more collisions tests for nothing  .

But i admit for PCE this is very very limited .
I suppose you could do that, but is the gain really worth a damn?
Title: Re: Sprite collision revisited
Post by: touko on 12/18/2011, 12:56 PM
i don't know really, i think so, and i confirm if you're using HuC for testing .
Because you probably use arrays for sprites coordinates.

This method is only usefull if sprite 0 is assigned (for exemple), for player shoot,and can shoot one at the same time  ..
Title: Re: Sprite collision revisited
Post by: Arkhan Asylum on 12/18/2011, 01:11 PM
Quote from: touko on 12/18/2011, 12:56 PMi don't know really, i think so, and i confirm if you're using HuC for testing .
Because you probably use arrays for sprites coordinates.

This method is only usefull if sprite 0 is assigned (for exemple), for player shoot,and can shoot one at the same time  ..
I don't use arrays, period.
Title: Re: Sprite collision revisited
Post by: touko on 12/18/2011, 01:23 PM
Separates variables ??, or the use of spr_get ???
Title: Re: Sprite collision revisited
Post by: Arkhan Asylum on 12/18/2011, 11:46 PM
Neither.

;)
Title: Re: Sprite collision revisited
Post by: touko on 12/19/2011, 02:29 AM
Lol,stack ???
printer??
3D storage ???
Aliens system ???
 :mrgreen:
Title: Re: Sprite collision revisited
Post by: Arkhan Asylum on 12/19/2011, 08:46 AM
Magic and violence.
Title: Re: Sprite collision revisited
Post by: touko on 12/19/2011, 10:01 AM
 :lol: