How can I do fast Triangle/Square vs Triangle collision detection?
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Ólafur Waage
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Published on 2012-04-25T00:36:22Z
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2012/06/29
3:24 UTC
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collision-detection
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I have a game world where the objects are in a grid based environment with the following restrictions.
All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters)
I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values)
Wondering if there are any tricks I can employ since I have these restrictions on the triangles?
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