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2D All the way! / When will we get Pixel Perfect Sprite Collision?

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dj chainz
21
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Joined: 25th Sep 2004
Location: England
Posted: 11th Dec 2004 23:00
All who want it, say 'aye'.

It's about time TGC actually fixed out their products rather than continued making FPSCreator and Dark SDK etc....

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
It Wasnt Me
21
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Joined: 27th Aug 2004
Location: Wherever the fried eggnog pudding is
Posted: 12th Dec 2004 00:31
AYE!

That would be nice...

If it was me, I wouldn't know it.
MiR
22
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Joined: 13th Jul 2003
Location: Spain
Posted: 12th Dec 2004 01:07
AYE!!!
Although if work on my game continues at this pace I won´t need it until sometime next century.


A bargain at 900000€ second hand
Libera tu mente y te liberaras.
Dot Merix
22
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Joined: 15th Oct 2003
Location: Canada
Posted: 12th Dec 2004 04:27
I agree that it would be nice to have, but i would rather they take their time on it to make sure there's no bugs in it when they ship it out, then to prematurely ship it out with bugs they didnt notice.. Give it time, it will come



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.1Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
Tapewormz
23
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Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 30th Dec 2004 12:17
There was a thread sometime ago, that I can't seem to find where TGC was asking everyone what commands they'd like to see in a 2D add-on pack.

If you can find that thread, post your request.

pizzaman
22
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Joined: 18th Feb 2004
Location: Gateshead, UK
Posted: 30th Dec 2004 23:14
That thread is in the DLL forum, but it doesn't look like TGC have paid much attention to it.

Heres the link
http://forum.thegamecreators.com/?m=forum_view&t=38072&b=18

pizzaman
Zone Chicken
22
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Joined: 25th Jan 2004
Location: `~-..-~`~-..-~`
Posted: 31st Dec 2004 10:40 Edited at: 31st Dec 2004 10:42
AYE!!!! - For the Love of God - AYE!!!!

I have been hearing talk's of them adding this since i bought dbp and joined this fourm's and have yet to hear anymore talk of this. This reason alone is why several of the game's i want to work on are on hold as im to damn lazy to add in 10 to 20 collision check box's to a object just to get decent collision in 2d game's. I would actually rather see pixel perfect collision in dbp before i see fpsc.
Dot Merix
22
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Joined: 15th Oct 2003
Location: Canada
Posted: 31st Dec 2004 13:04
Yes, i two have had to drop a couple projects because of this.. Even though there is workarounds, i think it should've always been there.

If you think it'll help, i'll gladly say Aye, this is something needed immediately. And it would've helped a lot with the last competition too.



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.1Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
EddieB
21
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Joined: 29th Sep 2004
Location: United Kingdom
Posted: 31st Dec 2004 19:37
AYE...

Quote: "It's about time TGC actually fixed out their products rather than continued making FPSCreator and Dark SDK etc...."


Dark SDK I would never even touch.

Thanks
Eddie

[href]http:www.graphics-monkey.co.uk[href]
YizB
21
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Joined: 9th Jan 2005
Location:
Posted: 10th Jan 2005 03:00
Well, since I am evaluating DBPro at the moment, I'd have to say that this is a big shrotcoming as far as me buying the product.

First of all I don't understand the point of having two sprite collision detection commands if they both basically do the same thing. What was the point of making the second one at all?

Second, who makes perfectly rectangular games? All space ships, missiles, asteroids, etc. are going to have non-rectangular features and people will want those collisions to be accurate.

Pixel perfect 2D collision checking has been around since at least Berserk (remember letting the robot bullet pass between your head and body? *chuckle*) there is no reason for a product with the word "professional" in the title to not have it.

Anyway, given that the provided collision detection tells you which two sprites are overlapping, I could probably jury rig something if I could at least perform a manual pixel check on an image, but there appears to only be a pixel test command for bitmaps (point). So if I currently want to make my own collision check I'm going to have to detect the boundary collision, create two temporary bitmaps, copy the images of the colliding sprites to the bitmaps, calculate the offsets to start the collision test at, determine the transparancy color for both images, and then run through the pixels myself using the point command? Sounds pretty slow. Especially since you'll want to free up the bitmaps at the end too.

Or to be more terse: Aye.

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