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May 9, 2014 at 3:33 comment added Andrew Russell Yes, it is. Although maybe add more details to your title.
May 9, 2014 at 3:33 answer added Andrew Russell timeline score: 2
May 9, 2014 at 1:49 comment added Thegluestickman @AndrewRussell I've made an edit. Is this a better, more specific question?
May 9, 2014 at 1:48 history edited Thegluestickman CC BY-SA 3.0
Changed question wording to a more specfic question
May 9, 2014 at 1:18 comment added Andrew Russell @Thegluestickman You can probably salvage this question. You need to reword it and provide more information about how you're doing collision detection, so that it is a specific question with a specific answer. But MickLH is right - you probably should be using middleware like Farseer (although I can't firmly recommend it, because, again, you haven't provided enough specific details about what you are trying to achieve).
May 8, 2014 at 23:36 review Close votes
May 9, 2014 at 17:42
May 8, 2014 at 23:27 comment added Thegluestickman @MickLH Whoops, sorry I wasn't sure if that was allowed.
May 8, 2014 at 23:26 comment added Thegluestickman @Anko Thanks for the link! It's just rectangle to rectangle collision, I have a quadtree poll for rectangles based on the player's position. So iirc it would be the player that could collide with at most 8 objects (not at the same time). I was trying to get it so your player could move in any direction but the collidable object.
May 8, 2014 at 23:17 comment added Anko I think you'll like the Separating Axes Theorem. (Different ways exist, depending on your needs, but SAT is a useful introduction.) Could you describe more what your needs are? Is it just rectangle-to-rectangle collision? How exactly does your current method work?
May 8, 2014 at 23:16 comment added MickLH You shouldn't ask for best practices, and I shouldn't answer, but the truth is just use middleware :)
May 8, 2014 at 23:13 history asked Thegluestickman CC BY-SA 3.0