Testing for collision with an irregular polygon is the exact same problem as if you were doing collision detection for an Asteroids game clone. If you don’t know what Asteroids is you can learn about […]
This method allows us to only check objects that are in the approximate same area as each other. It can be achieved by checking which neighbourhood of our game a given two objects are in, […]
This method is also checking to see if two shapes intersect with each other, but as the title suggests, it does so using circles. There are advantages and disadvantages compared to other methods.
The radius overlap […]
Rectangle intersection detection collision detection is really straightforward. We draw an imaginary rectangle; we can call it a hitbox or bounding rectangle, around the objects we want to test for collision. Then, test to see […]
In this second part of the series on trigonometric functions we will use the sine and cosine of an angle to rotate a point around a specific central point. We will then see that by drawing […]
This article takes a high-level but hopefully useful look and some common trigonometric functions with the aim of clarifying how they can be used as solutions in our game coding to create some cool movement […]