Original Post
Alright then, let me kindly set the stage up for ye: I'm current writing a 2D game of sorts which requires some rather accurate collision detection. I mean, we can't have grenades bouncing off incorrectly or players walking face-first into invisible walls, now can we? [smile] Okay, okay, I'll skip the vagueities. The problem of getting accurate collision detection has been plagueing me since the game's development began. I have game objects that are rendered as simple 2D quads that require pixel-perfect collision detection. I had this going just fine at first; it's just a matter of locking the surface, getting access to that glorious pixel data, and checking for transparent/non pixels wherever the player is trying to move. Then I went and added game object rotation. This means that all of the objects -- crates, toilets, couches, and the like -- can no longer use this method of collision detection, since the given pixel data of the bitmap is only relevant when Rotation = 0. The only solution I can think of is approximating objects using polygonal hulls that represent each object. These easily lend themselves to rotation and fairly simplistic collision, but there's the burden of needing to (a) implement the darn thing, and (b) integrating somesort of hull editor into my current editors and manually constructing the polygonal-hulls for every one of my gosh-darned 100+ objects. [sad] I'd be very much appreciative of any suggestions that could be made on the topic. Thanks in advance! [smile] [Edited by - HopeDagger on May 23, 2006 9:35:45 AM]