by drgoldie » Sep 24, 2003 @ 7:45pm
some time ago i was already thinking about how to do a fast per-pixel collision detection between two sprites. the idea i came up with was to use "mipmapped" collision masks.
so you do a comparision between very coarse (small) masks first. if the tests succeeds you go down one level into the section(s) where the intersection did not failn...
this should work quite fast.
(in fact the idea is stolen from hiararchical z-buffers).
i recently started my own graphics (application) framework (called PocketKnife), since pocketfrog did not suit all my needs.
for an allnew - and actively developed - version of pocketfrog i'd be happy to contribute stuff.
e.g. a console like text output (nice for debugging), a macro block (90° steps) rotator (very fast due to good cache using), etc...
we will also release our OpenGL & OpenGL|ES (subset) implementation at the end of the year. maybe (at least as an extension) this would also fit in there...
bye,
DANIEL