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  Collision Theory  (Read 908 times)
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Offline alaslipknot
« Posted 2013-05-26 12:14:15 »

Hello everyone,
i already post a similar problem in newbie and debugging section, but that one was a real trouble that make make game unplayable.
this time i want to ask a simple question,
making something like this:
"if they collide, then do what ever you want"
is that all i need to have a "correct collision system" in my game ?
am talking here about bugs similar to this one

in that image the white rectangle stopped moving to the right cause "he" is supposing that "he" already hit the wall.
in the old post about this subject, member "thebebinator" said this :
Quote
One thing I found that helped with my collision detection, is that if the rectangle moves more than half it's smallest dimension, I would split the moves into parts that equaled less than half that distance. So if the rectangle is (WxL) 10x10, and it moved 50 units that cycle, then I would split it up into 10 smaller moves, and run a collision detection on each one. One problem with that is that it does increase the amount of calculations considerably, but it lets you catch cases where you get too far past the bounds before catching it. I'm not sure if this answers your question exactly, but might help out a bit.

Adam
which i found it correct theoretically but i never tried it.
anyway,
i hope i wasn't saying nonsense crap  Tongue but am really sure that am not the only one who faced this problem  Roll Eyes

thank you very much

"It's not at all important to get it right the first time. It's vitally important to get it right the last time."
Offline Phibedy

Senior Member


Medals: 8



« Reply #1 - Posted 2013-05-26 12:29:03 »

what about moving the body to the edge if it collides?

You need to split up steps if your bodies are moving quite fast, otherwise they will "tunnel" obstacles.
Offline relminator
« Reply #2 - Posted 2013-05-26 12:31:41 »

www.java-gaming.org/topics/basic-2d-tile-collision/29657/view.html

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