Timeline for per pixel based collision detection
Current License: CC BY-SA 2.5
12 events
when toggle format | what | by | license | comment | |
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Mar 22, 2011 at 8:38 | answer | added | Will | timeline score: 1 | |
Mar 22, 2011 at 7:23 | answer | added | Jari Komppa | timeline score: 1 | |
Mar 21, 2011 at 1:42 | history | edited | pengume | CC BY-SA 2.5 |
added 689 characters in body
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Mar 21, 2011 at 0:01 | answer | added | Roger Perkins | timeline score: 1 | |
Mar 20, 2011 at 4:08 | vote | accept | pengume | ||
Mar 21, 2011 at 5:53 | |||||
Mar 20, 2011 at 3:02 | answer | added | eckyputrady | timeline score: 4 | |
Mar 19, 2011 at 23:13 | comment | added | pengume | Also really I am just confused on how to check if it is a pixel by pixel collision rather than bounding boxes. Like if you get the non alpha pixels of the enemy and hero but how do you check if those overlap as well. | |
Mar 19, 2011 at 23:11 | comment | added | pengume | Thanks Jari, I wanted to implement some per pixel collision into my game for when the enemy hits the hero sprite because right now the bitmap has some transparent points in front of the hero. I was just hoping someone could explain the steps involved for achieving this. I am already checking if bounding boxes are intersecting and then was going to implement per pixel collision. | |
Mar 19, 2011 at 11:23 | history | tweeted | twitter.com/#!/StackGameDev/status/49068483744505856 | ||
Mar 19, 2011 at 11:19 | comment | added | Jari Komppa | First thing to ask yourself is whether you really, really need pixel level collisions. They can be done, but they're not really as needed as you might think, and implementing efficiently requires bit masks and all sorts of fun. | |
Mar 19, 2011 at 8:51 | history | edited | bummzack | CC BY-SA 2.5 |
removed "hi" and "thanks"
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Mar 19, 2011 at 8:48 | history | asked | pengume | CC BY-SA 2.5 |