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too much theory

Postby Conan » Sep 26, 2003 @ 8:34am

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Postby Presto » Sep 26, 2003 @ 2:24pm

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Postby Kzinti » Sep 26, 2003 @ 4:26pm

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Postby mlepage » Sep 26, 2003 @ 5:25pm

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Postby mlepage » Sep 26, 2003 @ 5:30pm

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Postby Presto » Sep 26, 2003 @ 6:31pm

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Postby mlepage » Sep 26, 2003 @ 6:34pm

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Postby Presto » Sep 26, 2003 @ 6:37pm

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Postby mlepage » Sep 26, 2003 @ 6:43pm

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Postby Kzinti » Sep 26, 2003 @ 6:45pm

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Postby mlepage » Sep 26, 2003 @ 7:19pm

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Postby jcredk » Oct 6, 2003 @ 3:17pm

Hi everybody.

As you can see I don't have a lot of posts(!) because I use GD (but considering moving to something else due to 2.05 licensing terms :evil:)

Your articles deals with sprite collision.

I do agree with Thierry (BTW: are you french?) that sprite collision should not be too low level. It could be used for lots of things not all directly linked to graphics :
- Compute dirty area
- Compute new speed vector for an object due to collision
- "Normal sprite collision" (death of heroe - You!)

I just submit this samll articles that was written by ... Micro$oft !


I have found this one interesting because for any pixel to pixel compares it is precomputing the "interesting" rectangles to check for.

I think it's also interesting for newbies to read this one because it explains a lot of tips and tricks. :wink:

I hope that it might be helpfull for anybody and that once in a next release we could find sprite-like class. :lol:

Bye
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