I don't want to make a new thread, but I have a relevant question. I am not using directX or opengl, but I do have 2D sprites in 2D space. However the sprites might have arbitrary shapes (circle, square, random blob, wheel with hollow center, etc). I do have masks for the sprites (i can tell which pixels the sprite occupies, and which it doesn't).
Using all this, how can I "quickly" calculate the properties of a collision between two such arbitrarily shaped sprites? By quickly, I mean without brute force, checking each pixel one by one.
Zcool31
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MattEvans
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Ezzaral
commented:
Great post.
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