[PD] Collision detection [was: Re: Space Invaders 4D Game]
Frank Barknecht
fbar at footils.org
Sat May 5 15:22:53 CEST 2007
Hallo,
Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote:
> The collisions detection works very well!
Actually I had this unfinished collision detection tutorial on my
disk, that I now finished. It's attached. I use a slightly different
algorithm for collision detection: Instead of chains of [moses] I
calculate the distance and compare it to a configurable distance
allowed for collisions. The patch shows this in action for one and two
dimensions, where the 2-dim case is written in a way to allow higher
dimensional collision detection as well.
For convenience I use some (newer) [list]-abs abstractions but the
principle should be possible to understand even without these.
Maybe this is useful for the Game as well.
Ciao
--
Frank Barknecht _ ______footils.org_ __goto10.org__
-------------- next part --------------
A non-text attachment was scrubbed...
Name: collision-detection.pd
Type: application/puredata
Size: 9942 bytes
Desc: not available
URL: <http://lists.puredata.info/pipermail/pd-list/attachments/20070505/acfcbf83/attachment.bin>
More information about the Pd-list
mailing list