About collision algorithms used on FlashPunk


(Leonardo Zimbres) #1

Hello FP users!

I would like to ask something about the algorithms used to make hittesting on FlashPunk. The Flixel users says that the latest hittest-flixel algorithms are based on FlashPunk, and those algorithms are VERY INTERESTING.

Who created those algorithms? There was based on something else?

May I ask something else on the same topic? I’m looking on how to develop tile based hittesting like the one described on this link: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ (part 2) And this one: http://info.sonicretro.org/SPG:Solid_Tiles There is something like this on Flash Punk?

Thanks!


(Ultima2876) #2

Sonic’s collision system is very advanced (especially for the time) - that’s something you’d have to develop yourself most likely, as I don’t think any base game engine is going to go as far as having collisions and physics as advanced as that built-in.

That said, FlashPunk is designed in such a way that it will facilitate the implementation of such systems; most of the collision code in FlashPunk can be used ‘out of context’ as individual functions to help you to create a more advanced system. A lot of the specific hit tests that you’ll need will already be there ready to use in FlashPunk, so you won’t have to code your own implementations of those - it’s just the more high level stuff that you’ll need to create yourself.


(Zachary Lewis) #3

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