| www.delorie.com/djgpp/mail-archives/browse.cgi | search |
| From: | " [iC]" <jan AT narvik DOT crosswinds DOT net> |
| Newsgroups: | alt.games.programming,comp.os.msdos.djgpp |
| Subject: | Collision Detection |
| Date: | Thu, 9 Apr 1998 09:46:59 +0200 |
| Organization: | Telenor Online Public Access |
| Lines: | 35 |
| Message-ID: | <6ghudj$krl$1@o.online.no> |
| NNTP-Posting-Host: | ti36a01-0041.dialup.online.no |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
I'm writing a game ( 2d top down) which has a linked list of
objects(structs), to check whetever objects collide I run a loop like this :
Object *pntr = &First_Object;
while(pntr->next) { // pntr->next = next object in linked list
pntr= pntr->next;
Object *pntr2 = pntr;
while(pntr2->next) {
pntr2 = pntr2->next;
if (check_bund(pntr, pntr2)) { // Boundingbox checks if pntr and
pntr2 collide
pntr->touch(pntr, pntr2); // Does touch function
pntr2->touch(pntr2, pntr);
}
}
-snip-
handel som other stuff
-snip
}
this works but is so damn slooooow....
Has anyone else got a better idea on how to do this ?
| webmaster | delorie software privacy |
| Copyright © 2019 by DJ Delorie | Updated Jul 2019 |