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Old 03 June 2018, 21:09   #30
Shatterhand
Warhasneverbeensomuchfun
 
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Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
Quote:
Originally Posted by E-Penguin View Post
You could check one sprite per frame, but rather than checking just the current position, check the sum of positions since the last check. Create a bounding box based on the vector. That would deal with collisions missed since the last check, although you might see the bullet going through the enemy in some cases.

I thought about this. Maybe not 1 sprite per frame because it's too low, but half of them per frame. It could be good enough, though still a little heavy on the cpu.
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