Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (623)
Games in Android Showcase (176)
games submitted by our members
Games in WIP (676)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Collision detection question  (Read 1083 times)
0 Members and 1 Guest are viewing this topic.
Offline TheFrog
« Posted 2012-11-20 10:22:35 »

Hi everyone,

I wonder if you could help me on this problem.
I'm doing a sort of Lander game. The ship moves around in caves.
I need a precise collision detection, as the side of the caves are "complexe"

I would like to generate automatically the collision vectors from the bitmap image.
I was thinking that I could
 - Change the image to 2 colors
 - Vectorise the new picture somehow
 - Simplify the result somehow (less vectors)
 - read the vectors

Here is a visual explanation

Is there a way of doing this programatically ?
Or do I need to define all my vectors manualy

Thanks for your help

Offline DrHalfway
« Reply #1 - Posted 2012-11-20 10:26:54 »

Looks like what you want to do is pixel perfect collision detection, another method is as you described, which is create a complex triangulated mesh, but that seems way too complex for this.

Offline ra4king

JGO Kernel

Medals: 404
Projects: 3
Exp: 5 years

I'm the King!

« Reply #2 - Posted 2012-11-20 11:41:52 »

Pixel perfect collision would be best for this scenario. The most efficient way to do it would be to do a circle-v-circle or rect-v-rect before checking the pixels.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline TheFrog
« Reply #3 - Posted 2012-12-10 13:33:11 »


Thank you for your answers.

I cannot have pixel collisions as I’d like (in the future) to have the angle of the collision vector so the object colliding can bounce back.

I’ve found this freeware tool to outline manually my collision bitmap
Offline Best Username Ever

Junior Devvie

« Reply #4 - Posted 2012-12-10 21:58:16 »

Use marching squares to generate a list of points (the outline) then simplify the poly-line using the Ramer-Douglas-Peucker algorithm.
Offline TheFrog
« Reply #5 - Posted 2012-12-13 17:31:47 »

Thanks alot, it's exactly what I was looking for.
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

BurntPizza (9 views)
2015-10-07 02:11:23

KaiHH (13 views)
2015-10-06 20:22:20

KaiHH (11 views)
2015-10-06 19:41:59

BurntPizza (23 views)
2015-10-06 19:04:48

basil_ (44 views)
2015-09-30 17:04:40

shadowstryker (22 views)
2015-09-29 15:55:06

TheSpaceHedgehog (28 views)
2015-09-29 01:58:48

GamerC4 (54 views)
2015-09-24 21:10:38

GamerC4 (71 views)
2015-09-24 21:09:48

htuy (28 views)
2015-09-24 04:57:24
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!