Name: Anonymous 2009-02-24 15:13
So I started dicking around with c++ and SDL, and I've gotten to the point where I'm coding in collision detection. I always hear that bounding boxes are the best way because pixel perfect detection is so slow, and it got me thinking.
I downloaded the sprite sheet for zelda: link to the past, and I'm displaying the various trees and whatnot on a map, and collision detection for just a straight up bounding box sucks. Any diagonal edges/etc just don't work well. I know there are a large variety of ways to fix this on the computer, but I was wondering how someone could make a game that looked and played as good as link to the past (or CT, etc) on the SNES, and how they did collision detection.
Did it have special hardware? Is there some fast/accurate technique out there I don't know about? I'm especially impressed by the size of some of the map areas in zelda, and the fact that when you walk into a diagonal wall you follow it in the direction that it's sloped.
anyone know?
I downloaded the sprite sheet for zelda: link to the past, and I'm displaying the various trees and whatnot on a map, and collision detection for just a straight up bounding box sucks. Any diagonal edges/etc just don't work well. I know there are a large variety of ways to fix this on the computer, but I was wondering how someone could make a game that looked and played as good as link to the past (or CT, etc) on the SNES, and how they did collision detection.
Did it have special hardware? Is there some fast/accurate technique out there I don't know about? I'm especially impressed by the size of some of the map areas in zelda, and the fact that when you walk into a diagonal wall you follow it in the direction that it's sloped.
anyone know?