Author Topic: Collision Detection Explained  (Read 28599 times)

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Offline Radical Pi

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Re: Collision Detection Explained
« Reply #15 on: March 11, 2010, 11:38:45 pm »
I guess what I'm asking is if you know any tricks concerning storing a huge amount of map data and then accessing it quickly. Basically, something that could magically make my movement-with-scrolling program fast.
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Offline meishe91

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Re: Collision Detection Explained
« Reply #16 on: March 11, 2010, 11:45:44 pm »
Hmmmm...not currently. I shall ponder this conundrum :D
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Offline DJ Omnimaga

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Re: Collision Detection Explained
« Reply #17 on: March 11, 2010, 11:46:19 pm »
I never really attempted maps this large with matrices. I never went higher than 16x16 I think. Usually, for anything larger I just went with strings then recalled sprites depending of what,s the character in the string, but that's slow x.x

Offline Ti-newb

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Re: Collision Detection Explained
« Reply #18 on: November 02, 2010, 03:05:15 pm »
Ty for the tutorial =). Easily understood ttytytyty

Offline DJ Omnimaga

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Re: Collision Detection Explained
« Reply #19 on: November 02, 2010, 03:06:55 pm »
HOLY NECROPOST BATMAN!!!!!

j/k wow I haven't seen you in ages TI-Newb. Are you still regularly coding?

Offline meishe91

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Re: Collision Detection Explained
« Reply #20 on: November 03, 2010, 10:51:59 pm »
Ty for the tutorial =). Easily understood ttytytyty

You're welcome. It's what it's here for :)
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Offline tpt1234567890

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Re: Collision Detection Explained
« Reply #21 on: October 28, 2013, 11:39:31 pm »
Awesome tut!