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Re: [pygame] Help: improve new module documentation. Read this, and give me comments.



Hi!

    A thought, I am sure you probably have tried it. But you mention the
vector, and you know the direction, thus you can reduce the field of
mask/test then check less pixels in the upcoming collision point(s). Just a
thought, just requires that vector and how to write that vector. Knowing the
image at start and it's direction, then only looking at that point and the
look-ahead pixels of that point/area.

    Only a thought, yet have not read /looked at any code to know what you
guys have done.

        Bruce


Yeah I have generated my own masks in pure python for per pixel or
special effects, and it is super slow.  I have to precalculate all the
masks or there is nothing doing.  This module sounds great!

The only point of confusion is the point of intersection.  Very rarely
is only one point intersecting.  Which point exactly is the
intersecting point?  With rects you could say its the corner, or you
could have a vector that determines how far out to move it, based on
the center of the rect, so it's not intersecting etc, but with a mask
there is no "corner", and likely not a "center" either.

On Jan 22, 2008 1:55 PM, Ian Mallett <geometrian@xxxxxxxxx> wrote:
> Sorry, don't have time to give a good answer about the documentation,
> but a pixel perfect collision detector is great!  The one I wrote for
> a game a while ago works, but is not to portable...
> I
>