Line Collision: Taking it Further

go robot, go!

This robot demo is based on a series of studies I’ve been doing for an upcoming game I’ve been working on. I wanted to have a robot walking on uneven terrain, and once again I wanted to avoid using a physics engine, and try instead to find a simpler way to make it work. Line collision was the way to do it.

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Line Collision: Gap Logic

simplifying the loop

Before moving on to line collision for uneven terrain, I wanted to show you an extra tool you can use to optimize collision detection. It doesn’t work for platform games, but for uneven terrain games it is almost essential. I call it Gap Logic, and it is based on the tile engine, or grid collision logic.

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Line Collision: The Jumper

wheeeeeeeels!!!!

Now I’m going to venture a little bit into the realm of physics. Like I said before, you can use line collision logic to create games for which you would ordinarily need a physics engine. It cannot replace a physics engine, of course, but if the purpose of the game is not related to physics, then you can achieve greater level of optimization by running a much simpler code.

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Line Collision: Moon Herder

the simplest form of collision

I will start the tutorials on line collision logic with the code from the very simple game Moon Herder. With it I can cover the problem of a point moving in a curved path, how to bounce a ball off an angle and I will also introduce to you the Pull Back logic.

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Line Collision 101

The Straight Line Equation

It was about time I wrote these tutorials. I’ve been talking about them long enough, for sure… It shouldn’t be something incredibly new to you. In fact, I imagine this is all old news. But line collision logic can be so ominipresent, you could practically write any sort of collision with it. And I do mean ANY one; and never use any other logic for collision detection for the rest of your life as a game programmer.

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Isometric Platform: The Archway

when things get interesting

I promised earlier on in these series, that I would show how to build a game like the GameCube version of Lode Runner, or the old classic: Congo Bongo. Those games involve the use of Isometric platforms, and I will teach you here how to use the method of altering the Y value of a sprite’s internal display list to change its altitude and use that with platforms. And I will also add the extra bit of complexity: The Isometric Archway.

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