From: mert0407 AT sable DOT ox DOT ac DOT uk (George Foot) Newsgroups: comp.os.msdos.djgpp Subject: Re: Collison detection fo Action game Date: Fri, 07 Feb 1997 11:21:41 GMT Organization: Oxford University Lines: 21 Message-ID: <32fb0fde.3669297@news.ox.ac.uk> References: <855142026 DOT 12716 AT dejanews DOT com> NNTP-Posting-Host: mc31.merton.ox.ac.uk To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp On Wed, 5 Feb 1997 20:34:51 +0000, Shawn Hargreaves wrote: >>What is the best/fastest way to do collision detection routines for a >>Action game in Allegro? > >If true pixel-perfect testing is needed, one of the fastest approaches >is to pregenerate a monochrome mask for each sprite, containing one bits >for the pixels that are set and zeros for the ones that aren't. To test >two objects for a collision, line up these bitmasks depending on the >relative positions of the sprites (this involves a lot of shifting and >can be a big pain to get right), and then bitwise-or the two masks >together. If the resulting value is non-zero, the objects have collided. >This technique lets you check 32 pixels with each test, rather than >having to laboriously loop through every single pixel in the sprite... Surely you mean '...then bitwise-and the two masks together...'? A bitwise-or will always be non-zero if either of the inputs is non-zero... George Foot