Game Dev: Collision Detection - Bounding Box

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  • Опубликовано: 24 окт 2024

Комментарии • 6

  • @ProtonChicken
    @ProtonChicken 7 лет назад +1

    I wish I had seen this video two years ago when I needed it for a final project.

  • @zhengyuwang2709
    @zhengyuwang2709 8 лет назад +3

    Thanks for the new presentation!

  • @ondrejvondrak3007
    @ondrejvondrak3007 4 года назад +1

    God bless you

  • @elenavalsecchi
    @elenavalsecchi 3 года назад

    Great tutorial, however i'm finding some problems with the use of the collisionHandler. 80% of the time the collision between entities is detected, but there is still a significant amount of times where entities that should stop when colliding pass through each other without even detecting the collision. Could it be a problem of concurrency? Are there ways to solve or reduce this problem(maybe using locks or something)? Thank you for your time

    • @AlmasB0
      @AlmasB0  3 года назад +1

      Hi, if your objects are moving at fast speeds then it is possible the collisions never actually happen. Of course, it depends on what collision detection you are using underneath. To detect "bullet" like collisions (e.g. objects that travel super fast), you probably want something like sweeping collision checks.

    • @elenavalsecchi
      @elenavalsecchi 3 года назад

      @@AlmasB0 Actually i'm building a clone of traffic for c64, so my entities are cars and they don't move at fast speeds. Apparently there is no pattern that explains the differencies between when collisions are detected and when they aren't and that's why i thought that it might be a problem of overlapping tasks. Anyways, i'm gonna check the sweeping collisions check. Thanks you very much for the reply and sorry for the possible grammar mistakes i made, english is not my first language :)