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DaveVoyles's profile
Dave Voyles
Dave Voyles
Dave Voyles
@DaveVoyles

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Dave Voyles

@DaveVoyles

Software Engineer @ Microsoft | VC | Xbox, GPUs, Game Dev, Sega CD, lacrosse, horror movies. Be kind to one another.

Philly (via Long Island)
DaveVoyles.com
Joined July 2008

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    1. Dave Voyles‏ @DaveVoyles 29 Aug 2012

      There has got to be a more modular way to do per-pixel collision than the XNA sample, right? http://pastebin.com/a90TfbJm 

      3 replies 0 retweets 0 likes
    2. Bit Kid‏ @BitKidGames 29 Aug 2012
      Replying to @DaveVoyles

      @DaveVoyles What are you trying to accomplish?

      2 replies 0 retweets 0 likes
    3. Dave Voyles‏ @DaveVoyles 29 Aug 2012
      Replying to @BitKidGames

      @DiscordJames the sample makes it look as though I have to constantly compare my ball against some other pre-determined object

      4 replies 0 retweets 0 likes
    4. Bit Kid‏ @BitKidGames 29 Aug 2012
      Replying to @DaveVoyles

      @DaveVoyles Did you not write the rectangle collisions in there now?

      2 replies 0 retweets 0 likes
    5. Dave Voyles‏ @DaveVoyles 29 Aug 2012
      Replying to @BitKidGames

      @DiscordJames I may not even bother with this thing because I am so confused

      1 reply 0 retweets 0 likes
    6. Bit Kid‏ @BitKidGames 29 Aug 2012
      Replying to @DaveVoyles

      @DaveVoyles Well you should try and understand it. Sounds like your close. Say you have a Hero and a Skeleton on screen right..

      1 reply 0 retweets 0 likes
    7. Dave Voyles‏ @DaveVoyles 29 Aug 2012
      Replying to @BitKidGames

      @DiscordJames uh huh

      1 reply 0 retweets 0 likes
    8. Bit Kid‏ @BitKidGames 29 Aug 2012
      Replying to @DaveVoyles

      @DaveVoyles The only way to know your Hero has touched the Skeleton is to check if their rectangles overlap EVERY frame. That's the basis.

      1 reply 0 retweets 0 likes
    9. Dave Voyles‏ @DaveVoyles 29 Aug 2012
      Replying to @BitKidGames

      @DiscordJames right

      3 replies 0 retweets 0 likes
    10. Bit Kid‏ @BitKidGames 29 Aug 2012
      Replying to @DaveVoyles

      @DaveVoyles But there's other ways to check if they're touching. You can perform circle-rectangle checks, whatever you want to detect it.

      1 reply 0 retweets 0 likes
      Dave Voyles‏ @DaveVoyles 29 Aug 2012
      Replying to @BitKidGames

      @DiscordJames right, where it's only looking for the difference between the circle within the rectangle, and pays no attention to corners

      2:00 PM - 29 Aug 2012
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Bit Kid‏ @BitKidGames 29 Aug 2012
          Replying to @DaveVoyles

          @DaveVoyles So if you want to use a sphere for your ball, every frame just manually check for overlap with paddle rectangles. Make sense?

          1 reply 0 retweets 0 likes
        3. Dave Voyles‏ @DaveVoyles 29 Aug 2012
          Replying to @BitKidGames

          @DiscordJames yes (sorry if I repeated that, damn tweetbot)

          2 replies 0 retweets 0 likes
        4. Show replies

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