Detection...
Hy, everybody...
Does someone know about colision and tile detection in an isometric game?
VF Vek
its just like bounding box collisions ..
just make a bounding box (preferred a RECT) around your
objects.
then just check the coordinates whether it collides with the bounding box. It doesnt need to be pixel accurate, since even a near hit is still a hit ..
{ Stating the obvious never helped any situation !! }
just make a bounding box (preferred a RECT) around your
objects.
then just check the coordinates whether it collides with the bounding box. It doesnt need to be pixel accurate, since even a near hit is still a hit ..
{ Stating the obvious never helped any situation !! }
but, i mean, that is for normal things ( squares) i mean, and for "2.5d" games?
VF Vek
SPEinstein,
Same things apply as for a squared tile engine since your data for a isometric(2.5d) tile engine are represented they same way as for any tile-engine. The only difference between the two is the drawing routine.
B2Funny
Same things apply as for a squared tile engine since your data for a isometric(2.5d) tile engine are represented they same way as for any tile-engine. The only difference between the two is the drawing routine.
B2Funny
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement