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2D Collisions

Date: sometimes in November 2004

This was my first application in OpenGL, that doesn't render only static triangles and quads. It was also first thing I uploaded on my webpage. This small application uses for collision detection only simple quad-to-quad collision. There is some documentation packed within about it. It's really very easy and unexact way how to detect collision, but good for absolute beginners.

It's a nice example of lots of junk code, that works together :-)


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3379 downloads. 5 comments
 
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HwA1N21k5J (tg1l2qet@mail.com) on 03.02.2016 07:56:45
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QhzBxwl9G (ts7owc0c@gmail.com) on 27.01.2016 11:57:04
How could any of this be better stated? It condlu't.
oF4Gss0grxcD (850gf1a2@hotmail.com) on 15.12.2015 15:51:20
Yes Uwe, there should not be any<a href="http://dwvisy.com"> peblorms</a> using this with animated CCSprites, if the sprites are treated as rigid bodies, and the animation consists of a moves, scales and rotations. . That is the whole idea! I have just added an invisible path around the sprites, that follows the sprites just as the hair follows the head. You can treat the sprites exactly as you would without having the path there. It goes without saying that the green points were there just for testing purposes, you would not have them in the finished app.Now if the animation is a frame by frame animation, you will need to make a CGPath for each animation frame. Thanks Bob
0OD11dxsvNV (0m4mu6at8@outlook.com) on 11.12.2015 20:23:09
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