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Old 03 August 2018, 14:05   #94
mcgeezer
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 1,294
Quote:
Originally Posted by S0ulA55a551n View Post
I guess I think of things differently and would not be doing collisions detection based on anything on screen, but by knowing where everything was and where it would be and working things out from there, if that makes any sort of sense
As you probably know there's multiple ways of doing collision detection each with pros and cons, it generally boils down to accuracy vs efficiency.

Quote:
Originally Posted by S0ulA55a551n View Post
I guess on a poorly Amiga this might have a heavy overhead ?
Yeah this is true, but I try to set out what I need first and work back from there. For example looking at what the arcade pushes at any one time on screen.
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