Skip to main content
Commonmark migration
Source Link

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]enter image description here

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

enter image description here

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

EDIT: multiple objects can be in a single cell at the same time.

deleted 73 characters in body
Source Link
Kromster
  • 10.7k
  • 4
  • 55
  • 67

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

Thanks in advance, still learning so any help is greatly appreciated!

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

Thanks in advance, still learning so any help is greatly appreciated!

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

added 66 characters in body
Source Link
Liam
  • 55
  • 1
  • 6

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

enter image description here![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

Thanks in advance, still learning so any help is greatly appreciated!

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

enter image description here

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

Thanks in advance, still learning so any help is greatly appreciated!

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning.

Each object belongs in a cell and checks the neighbouring cells for collisions like this.

![enter image description here][1]

However, I realise I'm absolutely going to need to have some collision boxes that are bigger than a single cell.

Are there better algorithms for what I need or is there a simple work around I'm not seeing?

Thanks in advance, still learning so any help is greatly appreciated!

EDIT: multiple objects can be in a single cell at the same time. [1]: https://i.sstatic.net/8YPje.png

Source Link
Liam
  • 55
  • 1
  • 6
Loading