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The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial coarse check for which parts of a 3D scene to include for rendering or collision detection.
1
vote
Resolving bounding box collision detection
There's a couple of issues with the posted code.
Your collision-checking loop looks something like this:
for(Y) {
for(X) {
if (collision) {
hitSomething = true;
f …
4
votes
Accepted
Array-based tilemaps and bounding box (aabb?), how to do efficient tile collisions?
The reason there isn't a standard AABB or partition strategy for tile-based maps is that it's already easier to detect collisions against it than using AABBs.
static int TILE_WIDTH=16, TILE_HEIGHT=1 …