How can I do fast Triangle/Square vs Triangle collision detection?
- by Ólafur Waage
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?