Pixel-Perfect Collision Detection

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Pixel-Perfect Collision Detection

Postby Nicolas Gramlich » Sat Jul 17, 2010 2:38 pm

Hello Community,

you might have already experienced that in (from today) old versions of AndEngine the CollisionDetection sucked big time - rotation and scaling of the objects was simply ignored. :roll:

Yesterday and today I was on the 'Pixel Perfect' Collision Detection in AndEngine.


Not bad hm :)

I also added an Example:
http://code.google.com/p/andengineexamp ... ample.java

:arrow: So don't forget to grab the latest andengine.jar from the repository to get in touch with this cool stuff :).

Best Regards,
Nicolas
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Re: Pixel-Perfect Collision Detection

Postby jrd0 » Sat Jul 17, 2010 7:01 pm

Nice, works great :D
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Re: Pixel-Perfect Collision Detection

Postby badlogicgames » Sun Jul 18, 2010 11:09 pm

Hm, from the source it seems that it's not pixel perfect collision detection but rather polygon intersection testing. Any planes on adding ppc for pixel masks?
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Re: Pixel-Perfect Collision Detection

Postby Nicolas Gramlich » Mon Jul 19, 2010 10:45 am

*fail*

Doing a deeper Google-Search I have to admit the naming I chose sucks. :?

Currently I don't have plans on adding real >Pixel-Perfect< Collision Detection.
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Re: Pixel-Perfect Collision Detection

Postby badlogicgames » Tue Jul 20, 2010 7:19 pm

No biggie, it's still a nice implementation. Consider using some spatial partitioning scheme for huge scenes and maybe port the polygon intersection code over to C, it could really benefit from that.
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Re: Pixel-Perfect Collision Detection

Postby drjava72 » Thu Jul 07, 2011 8:25 am

Please help with multiple instance of same sprite collision detection development/collision-detection-with-genericpool-t-limitation-t3935.html
Best Regards,
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