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#1 Limecore  Icon User is offline

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Collision detection implementation question

Posted 12 December 2013 - 03:22 PM

I have been playing around with 2d games in libgdx for a while now (old arcade games like pong), but would like to move on to something bigger. It will be a top down game, but I was wondering how I would implement collision detection.

I dont want to include a physics engine because that would be overkill, but was wondering whether I have to check the movable objects against every single other object on screen, or if there was a better way of doing it (like dividing the screen/level into quadrants)

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Replies To: Collision detection implementation question

#2 Limecore  Icon User is offline

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Re: Collision detection implementation question

Posted 12 December 2013 - 03:36 PM

Just did a bit of reading and found this

View PostAeternalis, on 05 September 2009 - 03:15 AM, said:

You can still go with a tile based collision detection even though your map is one big texture. You simply need a separate map for collision detection. The tile size will determine the resolution of your collision boxes. smaller tiles provide better resolution but the more tiles you have the more checking you will have to do.. might slow things down if you get too small.

Aet

:stupid:/> should have just searched the forum
Now i should really change my quote and picture

This post has been edited by Limecore: 12 December 2013 - 03:37 PM

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