Timeline for HTML5 Canvas non-geometric edge trace for collision detection
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Mar 1, 2018 at 11:16 | answer | added | Lovro | timeline score: 1 | |
Feb 25, 2018 at 10:15 | comment | added | Vanquished Wombat | As you suggest, I see this as the deepest part of a sequence of overlap detection with the board broken into cells like a chess board, then for any objects in the same cell a bounding rectangle check and finally the most expensive edge intersection check based on the line-scanned edge matrix. I would do the edge tracing once at game start or even store and load as game data. | |
Feb 25, 2018 at 2:50 | comment | added | Kyy13 | Also you only need to scan the area of the bounding boxes not the entire canvas. | |
Feb 25, 2018 at 2:41 | comment | added | Kyy13 | Why don't you just start with a bounding rectangle to quickly eliminate most of the shapes? Then you can do more expensive edge detection on the one or two shapes that overlap your bounding rectangle. | |
Feb 24, 2018 at 12:40 | comment | added | DMGregory♦ | If you want to post an answer to your own question, you should post it as an answer, not embedded inside the question itself. | |
Feb 24, 2018 at 10:36 | review | First posts | |||
Feb 25, 2018 at 3:22 | |||||
Feb 24, 2018 at 10:33 | history | asked | Vanquished Wombat | CC BY-SA 3.0 |