Timeline for Is there a good way to get pixel-perfect collision detection in XNA?
Current License: CC BY-SA 3.0
14 events
when toggle format | what | by | license | comment | |
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Oct 29, 2015 at 16:57 | answer | added | David Markarian | timeline score: 0 | |
Sep 28, 2011 at 13:30 | answer | added | Chris Gomez | timeline score: 4 | |
S Aug 9, 2011 at 21:43 | history | suggested | hairboat | CC BY-SA 3.0 |
made title a question
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Aug 9, 2011 at 21:13 | review | Suggested edits | |||
S Aug 9, 2011 at 21:43 | |||||
Aug 8, 2011 at 20:06 | history | edited | ashes999 | CC BY-SA 3.0 |
deleted 38 characters in body
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Aug 4, 2011 at 20:42 | vote | accept | ashes999 | ||
Jul 26, 2011 at 11:22 | comment | added | ashes999 | Okay, I see what you're getting at now. I'm using sprites. Although I believe XNA implements them as a textured polygons. | |
Jul 26, 2011 at 11:17 | comment | added | doppelgreener | The collision detection will differ depending on whether you are using 3D/2D models or sprites. One has pixels. The other has vertices and edges. | |
Jul 26, 2011 at 3:32 | history | tweeted | twitter.com/#!/StackGameDev/status/95697946196189184 | ||
Jul 26, 2011 at 3:31 | comment | added | ashes999 | I'm not sure. Xna supports both? My edit mentions a combination of both, since bounding-box tests are a fast first-pass. | |
Jul 25, 2011 at 18:35 | answer | added | pek | timeline score: 22 | |
Jul 25, 2011 at 14:38 | comment | added | doppelgreener | Polygons or sprites? | |
Jul 25, 2011 at 14:19 | history | edited | ashes999 | CC BY-SA 3.0 |
added 260 characters in body
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Jul 25, 2011 at 13:18 | history | asked | ashes999 | CC BY-SA 3.0 |