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seen Aug 16 '13 at 7:15

Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
Yeah, I've been working on using interfaces for polymorphism (I use ISpatialNode for my quadtree lists), so that makes sense to me. This is a great solution and means I'll only need one quadtree, so thanks!
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
I have mentioned my broad phase (quadtree) and my narrow phase (bounding shapes and possibly even pixel-perfect). My question is, given my scenarios, should I use multiple quadtrees and compare them against each other (e.g., one will contain the "Enemy" objects as they are inserted), or a single quadtree with conditionals (e.g., if this object is of type "player" and the other object is of type "enemy", proceed with collision)? I know I'm oversimplifying, but you can safely assume I understand collision.
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
I like this solution, having a Collision class is clever. But it is really efficient? Having a wide variety of characters moving around the environment alone would generate a significant amount of collisions every frame, wouldn't it? Would it perhaps be better to have a separate case for objects colliding with the environment, one that doesn't create classes?
Jul
11
awarded  Commentator
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
While this is informative, it doesn't really answer my question. I already know how I'm going to do the actual collisions, I'm just wanting to know what the most efficient approach would be in terms of indexing the objects. Say I already know about the ModuleCollision object and I'm already using it. I now need to know how to make this section efficient given my conceptual design: Collision checking. Check every ModuleCollision with every other ModuleCollision and act accordingly if a collision has occurred. A collision might affect an object's velocity.
Jul
11
asked Boolean checks with a single quadtree, or multiple quadtrees?
Jun
20
awarded  Supporter
Jun
20
accepted Which techniques to study?
Jun
1
comment Which techniques to study?
I'm not trying to belittle game programming in any way and I definitely agree with you in general, but I'm just trying to be accurate with my terminology. "Programming" encompasses far more than just games, and that's all I'm trying to say :)
Jun
1
comment Which techniques to study?
Okay, mods have my blessing to close this topic :)
Jun
1
comment Which techniques to study?
But if this question is indeed broad enough to be considered "too broad", I'll delete it and ask a more specific question :)
Jun
1
awarded  Editor
Jun
1
comment Which techniques to study?
See the part I just made bold. I'm looking for other techniques commonly used that I should research. I understand it's a relatively broad question, but I thought I'd try my luck and see if anyone has any other suggestions. For example, specific physics techniques. Or have I about covered all the basics?
Jun
1
revised Which techniques to study?
added 4 characters in body
May
31
asked Which techniques to study?
May
29
awarded  Scholar
May
29
accepted 2D Tile-based Collision Detection
May
28
comment 2D Tile-based Collision Detection
Great answer, very informative! I'd upvote, but I can't (yet). Still looking for other ways (more for inspiration than anything else) but this is starting to look like the approach I'll use.
May
28
comment 2D Tile-based Collision Detection
I might have a go at it, maybe build a basic game off it to more fully understand the concepts. From what I've seen it's tile based, so in the right area. And one of the benefits of the QuadTree approach is that it can be added later quite easily and I may find it unnecessary anyway.
May
27
awarded  Student