Efficient mapping layout in 2D side-scroller, and collisions between character and the world

Posted by Jack on Game Development See other posts from Game Development or by Jack
Published on 2012-09-14T11:25:24Z Indexed on 2012/09/14 15:50 UTC
Read the original article Hit count: 336

I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on.

The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient.

P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below.

P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

© Game Development or respective owner

Related posts about c++

Related posts about collision-detection