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Supersprint
Hi there,
Remember the old arcade racing game Supersprint? Does anyone happen to know how they did the collision detection with the track walls?
I ask because although I could come up with a method myself, I really want one which runs as quick and is as basic as possible. I''m assuming that since they managed it on old, slow technology, they might have found the best solution.
Alternatively, if anyone has any ideas on this topic - feel free to shout them out.
Cheers,
Eight
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SuperSprint was excellent... Darn my ATARI for ''dying out the death of old over-used computers'' so i can''t play it anymore
. But, to answer your question:
I *think* that the collision detection was made using a collision map. What i mean is that they probably had a 2-Dimensional array created according to the level data. Then just check collisions against that array. And, as i recall that the levels were basically tiles, the collision table is pretty easy to create according to that.
Another method, that may also have worked, is simply getting the colorvalue from the level-picture they draw to the background. As the computers of that time only used 16 or 32 colors they could easily set the grey (and other colors used for the road) as non-collision pixels and any other value as collision pixel. This would save some memory and would probably be pretty fast on computers of that time as there was only 4 cars to check against the level-picture.
Also, a vector map could be used. Just create vectors that follow the trackwalls and check your collisions against them. This would be quite fast, and easy to create.
Thats only my thoughts on the subject, and many of you may have exact knowledge on this and/or better solutions. Anyhow, hope this helps.
--BerLan
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I *think* that the collision detection was made using a collision map. What i mean is that they probably had a 2-Dimensional array created according to the level data. Then just check collisions against that array. And, as i recall that the levels were basically tiles, the collision table is pretty easy to create according to that.
Another method, that may also have worked, is simply getting the colorvalue from the level-picture they draw to the background. As the computers of that time only used 16 or 32 colors they could easily set the grey (and other colors used for the road) as non-collision pixels and any other value as collision pixel. This would save some memory and would probably be pretty fast on computers of that time as there was only 4 cars to check against the level-picture.
Also, a vector map could be used. Just create vectors that follow the trackwalls and check your collisions against them. This would be quite fast, and easy to create.
Thats only my thoughts on the subject, and many of you may have exact knowledge on this and/or better solutions. Anyhow, hope this helps.
--BerLan
--BerLan
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