Reference Summary: In this short tutorial you will learn how to determine which tile your player is standing on in the map and how to change its value. I recently added Separating Axis Theorem to my game engine, which is an approach for working out
2d Polygon Based Collision Detection -
In this short tutorial you will learn how to determine which tile your player is standing on in the map and how to change its value. I recently added Separating Axis Theorem to my game engine, which is an approach for working out Spheres are nice and all, but there comes a time when more complex shapes are needed.
Important details found
- In this short tutorial you will learn how to determine which tile your player is standing on in the map and how to change its value.
- I recently added Separating Axis Theorem to my game engine, which is an approach for working out
- Spheres are nice and all, but there comes a time when more complex shapes are needed.
- This video shows example when AABBs intersection tests are inefficient.
Why this topic is useful
This topic is useful when readers need a quick overview first, then want to move into supporting details and related references.
Frequently Asked Questions
Why are related topics included?
Related topics help readers compare nearby references and understand the broader subject.
What is this page about?
This page summarizes 2d Polygon Based Collision Detection and connects it with related entries, references, and supporting context.
Is the information always complete?
Not always. Some topics may need verification from official or primary sources.