Timeline for 2D collision detection for a block game
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Feb 15, 2017 at 3:26 | history | edited | Isaac Skelton | CC BY-SA 3.0 |
Added solution
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| Feb 15, 2017 at 3:13 | vote | accept | Isaac Skelton | ||
| Feb 14, 2017 at 5:01 | comment | added | Isaac Skelton | I haven't yet got a camera set up but I will note this down for when it is ready. Instead of an array for the tiles I will probably make one of the chunks as suggested in Bálint answer. @m.rogalski | |
| Feb 13, 2017 at 11:12 | answer | added | Bálint | timeline score: 0 | |
| Feb 13, 2017 at 11:00 | comment | added | mrogal.ski | IMHO your problem is not a collision detection but rendering instead. From what I've understood you're making 2D tile based game so my suggestion would be : make a 2 dimensional array of "visible" tiles and based on these tiles make your collision detection. So instead of iterating all of the tiles you only iterate let's say ` { camera.x-10, camera.y - 10, camera.x + 10, camera.t + 10 }`. | |
| Feb 13, 2017 at 9:13 | review | First posts | |||
| Feb 13, 2017 at 10:19 | |||||
| Feb 13, 2017 at 9:11 | history | asked | Isaac Skelton | CC BY-SA 3.0 |