Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then ...
As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) ...
i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the ...
I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...
I'm implementing non-projective decals. As described in many places (ie: lengyel in the gpg2) I first need to detect all triangles that lie within some sort of frustum. Besides obvious brute-force ...
again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...