Pre-emptive collision detection

Hi im at the stage where im writing some collision avoidence routines
for a first person shooting game (yes another one hehe)
i was wondering if there is a way to detect if an object or view is going to collide with
another object in the world..
at the moment im a class CollisionDector that extends Behavior
and uses WakeupCriterion.
but it only activates when the objects are inside eachother, at this point its too late.
what i want to do is some thing like this
is object about to collide?
yes - then save transform set collide var to true
no - do nothing
if collided = true then set viewplatform to saved transform
the reason why im saving the transform is because im using a keyboard behavior class
to move the view point and i dont know any way to stop the movement.
any help would be great
thanks

j3d.org has a nice tutorial on how to do this as well as terrain following.
http://www.j3d.org/tutorials/collision/index.html
It took me about an hour to modify their example implementation for my own research.

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  • Collision detection with rectangles

    Hi, I'm making a racing game from the top view. My track is made up of many gif files, each connecting to each other. My cars are also gif files, and the player's car doesn't move, it can only rotate by displaying gif files of the car in different angles. Only the track moves to create the effect of the car moving. I am having trouble with the collision detection when the car hits the side of the road and when it hits other cars. I've looked at the discussion by JTeen but my car are rectangles, not circles. Could someone please help me with the following:
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    2. Should I use the 4 verties of the player's car to detect the collisions and change the co-ordinates whenever I rotate the car.
    3. My tracks are never actually curved, they are made up of multiple straight lines to create a turn. Should I use the slope of these lines and then create an equation for the lines for the detection?

    sure.
    btw this isn't the way of doing it, its simply a way of doing it.
    In a Sector based track, the track is represented as 2 polygons.
    An inner track edge, and an outer track edge.
    Both polygons have the same number of verticies.
    a screen shot from my track editor would probably explain it better than words... http://www.pkl.net/~rsc/4KApplet/editorGrab.png
    As the car goes around the track, you keep track of which sector it is in by doing a line intersection with either the nextSector or prevSector.
    The code will look something like this [taken from the 4KApplet]
                      //check for entry into the next sector
                      while(Line2D.linesIntersect(x,y,newX,newY,
                            trackX[RIGHT][newNext], trackY[RIGHT][newNext],
                            trackX[LEFT][newNext], trackY[LEFT][newNext]))
                         // if you do enter the next sector, this must loop, until you stop going forward in sectors
                         // if this loop wasn't here, a fast traveling car could potencially jump out of its current sector
                         if(newNext==1) lapChange--;//if the car passes the start/finish line, set the lapChange flag
                         newPrev = newNext; //newPrevious sector is now the old Next sector
                         newNext = (newNext+1)%SEGMENT_COUNT; //and the new next sector is the old next sector +1 (modded for track looping)
                         checkPrevious=false; //the car is going forward, so don't check previous sector gate line
                      if(checkPrevious)
                         //does same as above, but for previous sector
                         while(Line2D.linesIntersect(x,y,newX,newY,
                               trackX[RIGHT][newPrev], trackY[RIGHT][newPrev],
                               trackX[LEFT][newPrev], trackY[LEFT][newPrev]))
                            if(newPrev==1) lapChange++; //if the car is going backward, increment the lapCounter
                            newNext = newPrev;
                            newPrev = (newPrev + (SEGMENT_COUNT-1))%SEGMENT_COUNT;//backward looping by using mod as well :) didn't work this out until now!!
                      }Once you have determined which sector the car is in, you must then do 2 more line intersections to determine if the side of the track has been hit.
    In a Collision Map based track[n], you pre-calculate the 'inside-ness' of each pixel before hand and store it all in a [][], then, whenever you move the car, you simply look into the collisionMap [][] to see if the new point is track or wall.
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  • Events Triggered By Collision Detection In Shockwave 3D Environment Happen More Than Once?

    Okay, I've finally managed to get my Director 3D game to move an object to a new random position when collision detection occurs with that object! HOWEVER, sometimes it will work as expected and other times the object seems to move SEVERAL times before settling. Anyone have any idea why it isn't always just moving once and settling as I'd hoped it would...?
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    =====
    property Scene  -- reference to 3D cast member
    property pSprite    -- referebce to the 3D sprite
    property pCharacter -- reference to the yellow in the 3D world
    property pTransformgreen01Flag -- reference to the flag which will trigger action to move green01 + increase score on collision
    property pTransformgreen02Flag -- reference to the flag which will trigger action to move green02 + increase score on collision
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      -- initiate properties and 3D world
      pSprite = sprite(me.spriteNum)
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      Tempobjres.resolution = 17   --set the sphere modelresource resolution to 17
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      Tempshader1 = scene.newshader("sphereshd1", #standard)   --create a new standard shader
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      Tempobj2.transform.position = vector(-25,-25,0)
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      Tempobj2.collision.resolve=true
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    =====
    I imagine the part that's causing the issue is the "on enterFrame me" part at the end, but can't see any reason why it wouldn't just perform the desired action ONCE every time...?
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    You can get yourself a used copy of my book http://www.amazon.com/Director-Shockwave-Studio-Developers-Guide/dp/0072132655/ for $0.82 + shipping.  Chapter 14 contains 33 pages which deal specifically with the vagaries of the collision modifier.
    You can download just the chapter on Collision Detection from http://nonlinear.openspark.com/book/Collisions.zip.  This includes the demo movies and the unedited draft of the text for the chapter.
    Perhaps you will find this useful.

  • Camera Collision Detection - Is It Possible?

    Hi,
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    Thanks, Phil.

    Thanks for the reply.  It is not exactly what I am looking for as the script is different than the style I am using.  This is the script I have got so far, I have also added an extra camera to view what is happening.
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    --property pLeftArrow, pRightArrow, pDownArrow, pUpArrow -- arrow keys
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    --property pTofuBB, pGunBB, gun --  character + gun
    --property gUseGun, hasGun
    --property pCamera, pCameraBoundingBox --camera and bounding box
    --property barrier,mountains,exitmaze
    --property door1, door2, turret, turretgun
    --property keylist, keypresslist -- for keys pressed
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    --  p3Dmember = sprite(me.spriteNum).member
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    --  turret = p3Dmember.model("turret")
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    --  keypresslist = []
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    --  createLight
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    --  tofuBB_MR.width = 235
    --  tofuBB_MR.length = 500
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    --  pCharacter.addChild(pTofuBB, #preserveWorld)
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    --  invisShader.blend = 50
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    --  pCamera.transform.position = vector(500,1800,450) --450
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    --  pCameraBoundingBox = p3Dmember.newModel("CameraBoundingBox",cameraModRes)
    --  pCameraBoundingBox.worldPosition = pCamera.worldPosition
    --  pCameraBoundingBox.shaderList = p3Dmember.shader("invisShader")
    --  pCamera.addChild(pCameraBoundingBox, #preserveWorld)
    --  pCharacter.addChild(pCamera,#preserveWorld)
    --  -- create gun bounding box
    --  gun.worldposition.z = gun.worldposition.z + 200
    --  gunMR = p3Dmember.newModelResource("gunSphere",#sphere)
    --  gunMR.radius = 218
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    --  pGunBB.shaderList = p3Dmember.shader("invisShader")
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    --end
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    --  --pCharacter.bonesPlayer.pause()
    --  --if keypressed("s")
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    --if (keyLastReleased=124) then pRightArrow = 0 -- 124 = right arrow key
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    --if (keyLastPressed=124) then pRightArrow = 1 -- 124 = right arrow key
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    --if (keyLastPressed=126) then pUpArrow = 1 -- 126 = up arrow key
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    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --if (dist < 150) then
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    --"gunSphere":
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    --"turretgun":
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    --diff = 150 - dist
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    -- using the #isectNormal property
    --tVector = thisData.isectNormal * diff
    -- move the character in order to resolve the collision
    --pCharacter.translate(tVector,#world)
    --end case
    --end if
    --end

  • URGENT: Collision Detection In Tiled Map

    HELP!!!!! I am creating a tile map of size 32*32. And the character image size is also 32*32. Now i am stuck in making collision with the walls. I have tried my own method but to no avail. Has anyone tried to doing collision detection? Need a simple logic method to detect the collision...
    (Using keyevent to control the character moving around)
    Pls I really appreciate your help!!!!!!!
    Thanks.....

    I assume you have some way of knowing that you need to display a wall tile on the map, so before you move a particular direction check to see if the square you will move to is an acceptable move (no wall, door, mountain, water etc). If it is unacceptable play a little sound or display a message, otherwise do the move.

  • 2D Pixel Collision detection on XML tiled map

    Hello,
    I'm designing a game where the player can move through a city composed of 2D image tiles. Right now we have successfully got the pixel collision detection to work on a large single image consisting of an invisible mask image and a visible image that shows a cluster of buildings and objects. The mask overlays the visible buildings and blocks / allows movement based on the color of the mask. Black is a collision, white is open space, etc.
    But this technique won't work for the game, since there will be many cities and vastly larger than this little testbed. I cannot create multiple huge cities into one file - the file would be several megs large, and I'm looking at dozens of cities.
    My idea is to create tiled maps, which will save the coordinates for the various building/object tiles in an XML file. However, I do not know how to make the collision detection work with such a tiled map. Moreover, I don't know if constructing a mosaic city using XML coordinates is the best way to go - I'm open for suggestions. My goal is to simply be able to assemble a city from individual tiles of buildings and masks, and drive/walk my character through the city with pixel collision detection, without using the current setup of a single image and a single mask.
    Any advice/suggestions offered will be GREATLY appreciated! This is our first Java project, but hopefully we can make this work.
    Thank you so much!
    Message was edited by:
    Gateway2007 - clarifying that this is a collision detection based on pixels, not planes or other method.

    Sound like this might be too late of a suggestion, but have you looked at Slick at all?
    http://slick.cokeandcode.com/static.php?page=features
    It might help with the tiling and collision aspects.

  • Please i need help in Collision  detection

    i want to make collision detection system
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    http://www.flipcode.com/articles/article_basiccollisions.shtml
    regards

  • KeyPressed / collision detection

    I have a tile based platformer I am making and am having some trouble with the collision detection. I have it so that the game detects a collision before it actually occurs so that it wont happen in the game. However, it only appears to works right if i tap the arrow key into the wall, and if i hold the arrow key down i fly right through the tile until i let go (if i let go inside a block the hero gets stuck because it detects a collision anywhere i try to move after that). At this time i had the new coordinate to detect collision based on which direction i was moving gotten from keyPressed. Since this didnt work (assumed it was because the game loop and keyPressed dont take turns performing their actions) I made the new coordinate collision be detected from a method called in the main game loop and the result was that if I held down the key and flew into a wall, it doesnt stop exactly at the right spot (but I cant go through an entire row of tiles) but when I go the opposite direction from the collision (open space should work fine) it works fine until a point where in mid air it acts like a collision occured.
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  • Using ModelsUnderRay Collision detection

    Ok first things first. I know you guys who have been reading
    my other post is going to get confused after reading this post so
    let me make myself clear. First yes I was previously trying to
    Havok, but I could not get my car to work with it. So This is why I
    am now asking stuff about ModelsUnderRay collision detection.
    Second, I found this tutorial at
    http://www.fbe.unsw.edu.au/learning/director/,
    and all things seem to go pretty good with using the max File the
    tutorial uses. Meaning I have not tried this on my car as of yet.
    In addition, considering that things seem to work with the
    tutorial, I now came up with a new question. Basically, if I am
    correct, I think by using the code below, this is not going to work
    with my car when the car is going up a hill. I conclude this by
    knowing that the tutorial just uses a character, meaning it is not
    like a using something like a car that has a chassis and 4 wheels.
    So my question is this... How can I get the chassis to follow the
    angle of the hill if I am using a behaviour that looks something
    like this...
    on collisionDetect me
    -- create a list to store collision data created by
    modelsUnderRay
    -- cast ray to left
    collisionList =
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    -pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then activate checkForCollion
    -- handler and send the collisionList as a parameter
    if (collisionList.count) then
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    -- cast ray to right
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray forward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray backward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    end
    on checkForCollision me, collisData
    -- grab the #distance value from the CollisionList
    dist = collisData.distance
    -- check if distance is less than width of bounding box
    if (dist < pCharBoundingBox.resource.width ) then
    -- get distance of penetration
    diff = pCharBoundingBox.resource.width - dist
    -- calculate vector perpendicular to the wall's surface to
    move the character
    -- using the #isectNormal property
    tVector = collisData.isectNormal * diff
    -- move the character in order to resolve the collision
    pCharacter.translate(tVector,#world)
    end if
    end
    on keyDown
    -- check to see which key has been pressed
    -- and set the property relating to that key to TRUE
    if keypressed(123) then pLeftArrow = TRUE -- 123 = left
    arrow key
    if keypressed(124) then pRightArrow = TRUE -- 124 = right
    arrow key
    if keypressed(125) then pDownArrow = TRUE -- 125 = down
    arrow key
    if keypressed(126) then pUpArrow = TRUE -- 125 = up arrow
    key
    -- if 'r' key pressed, return character to starting position
    if keypressed("r") then resetCharacter
    -- if 'c' key is pressed, then switch camera
    if keypressed("c") then changeCamera
    end
    on keyUp
    -- when the arrow keys are released, set the properties to
    FALSE
    pLeftArrow = FALSE
    pRightArrow = FALSE
    pUpArrow = FALSE
    pDownArrow = FALSE
    end
    on exitFrame
    characterMove
    end
    on characterMove
    -- if the right arrow is pressed,
    -- rotate the character 5 degrees about the z-axis
    if pRightArrow then pCharacter.rotate(0,0,-5)
    --if the right arrow is pressed,
    -- rotate character -5 degrees about the z-axis
    if pLeftArrow then pCharacter.rotate(0,0,5)
    -- if the up arrow is pressed,
    -- move the character 5 pixels along the y-axis
    if pUpArrow then pCharacter.translate(0,5,0)
    -- if the down arrow is pressed,
    -- move the character -5 pixels along the y-axis
    if pDownArrow then pCharacter.translate(0,-5,0)
    -- move along terrain
    -- create reference for terrain (ground)
    terrain = p3Dmember.model("Terrain")
    -- store character's position
    charPos = pCharacter.worldPosition
    charPos.y = charPos.y - 20
    -- cast a ray down
    collisData =
    p3Dmember.modelsUnderRay(charPos,vector(0,0,-1),#detailed)
    -- if model is picked up on ray.
    if collisData.count then
    -- store total no of models detected by the ray
    totalCount = collisData.count
    repeat with modelNo = 1 to totalCount
    -- check if over the terrain model
    if (collisData[modelNo].model = terrain) then
    terrainPos = collisData[modelNo].isectPosition
    -- find out the distance the character should move up or
    down
    diff = (terrainPos.z - pCharacter.worldPosition.z)+45
    -- move the character
    pCharacter.translate(0,0,diff,#world)
    end if
    end repeat
    end if
    end

    ok,
    I have been trying to work this out for ahwile and I got
    pretty close on getting this correct but there are still some
    glitches. So far I did a little research in the help files to see
    what the dot product does and this is how I got my calculations
    going so far
    --the code
    on beginSprite me
    I created 2 spheres and a box. Next, I then positioned them
    so that the first sphere is alligned with the front end of the box
    and then I aligned the second sphere to back of the box. I will not
    show you the code of beginSprite because all this does is for
    creating the models and there are no calculations going inside this
    handler. In addition, with these 3 models, my purpose is to say
    lets prtend that the box is the chasis of the car and the sphere
    that is placed at the frent end of the chassis are to represemt the
    2 front wheels and the othere sphere is to represent the 2 back
    wheels of the car. Also, I initlalised a timer to the following
    below
    pTimer = (the milliseconds)
    end beginSprite
    ... note The timere is just for purposes of simulating a
    pretend upward movement for the wheels. See below which should
    explain it better then I can say it in words.
    --the code below is the calculations. The translations is for
    saying that I am pretending that the wheels are inclining up a
    hill. However, the wheels in the true game will be getting
    calculated by finding the distance of collion by using the
    modelsUnderRay function just like you normally would. By the way,
    all models and the camera are set to y is the up vector
    on exitFrame
    if ((the milliseconds) - pTimer) > 1000 then -- increment
    the calculations every one second
    pBall1.translate(0, 0.125, 0) -- This is for saying that
    this is the calculations that I am calculating the front wheels
    need to move up when they incline up the hill.
    pBall2.translate(0, -0.125, 0) -- Just like the front wheel
    pretend calulations but for the back wheels, and use a negative
    translate.
    pos1 = pBall1.transform.position -- get the calculated
    position for the front wheels
    pos2 = pBall2.transform.position -- get the calculated
    position for the back wheels
    norm1 = pos1.getnormalized() -- not sure I understand this,
    but in the help files, it says that when you calculate the dot
    product of 2 vectors that have been normalized, you then get their
    cosine
    norm2 = pos2.getNormalized() -- normalize the back wheels
    position
    dotProduct = norm1.dot(norm2) -- calculate the dot product
    of the 2 vectors
    pBox.rotate(dotAngle, 0, 0) -- I took a guess and thought
    that using the dotProduct will allow me to correctly rotate the
    chassis but the chassis is quite not rotating correctlly
    pTimer = (the milliseconds) -- update the timer so that we
    can recyle the above code again
    end if
    end exitFrame
    ... Ok, now like I said previously, the chassis is rotating
    almost correctlly, but if you continue to do this, and by after the
    third cycle, the front end wheels start to collide with the
    chassis. So in other words, the rotations look correct untill
    exitFrame is called for the third time and after which then the
    front wheels start to collide with the chassis.
    So I am wondering if anyone could help me out to fix this and
    explain what I am doing wrong?

  • Java 3d collision detection

    i loaded some villas models(.obj ) and i want to implement simple collision detection to prevent the user from walking through the villa models

    Note: The powerups do move around too, so, if the powerup and the character are in the middle of a translation (in between predefined grid positions), then I need to find out if their paths cross and react appropriately.

  • Better way of collision detection?

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  • Good collision detection?

    I have been looking into quadtrees since it is a way to detect collisions. Is there another better way to do this? My game also has a system of sorting sprites in an array based on there relative locations on the map. ie: my character can appear in front of a tree or behind it. I have a complex system to do this which tests polygons however I was wondering if there is an expert way to do this.

    well my tank game has two levels of collision detection. Well, I guess in a way it handles all the items in 3 levels.
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  • Collision Detections in Tilemaps

    I need some help with collision detection with tilemaps. I have the following code for the tilemap:
    import java.awt.*;
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         final int EMPTY = 0;
         final int WALL = 1;
         private static final int WIDTH = 30;
         private static final int HEIGHT = 40;
         public static final int TILE_SIZE = 15;
         private int[][] map = new int[WIDTH][HEIGHT];
         public TileMap() {
              for (int i=0;i<HEIGHT;i++) {
                   map[0] = WALL;
                   map[29][i] = WALL;     
              for (int i=0;i<WIDTH;i++) {     
                   map[i][0] = WALL;
                   map[i][39] = WALL;
         public void paint(Graphics g) {
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                             g.setColor(Color.RED);
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    Im finding it hard to find a good tutorial on simple collision detection. Can anyone explain how i would work out some simple collision detection. For example, lets say there is one sprite, how would i figure out which tile the sprite is on? How would i detect the next sprite? Just need the concept.
    Thanks very much.
    Edited by: Java_Jenius on Jun 28, 2009 8:34 PM                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

    Take a look at http://www.13thmonkey.org/~boris/jgame/ for example.
    It is an open source gaming engine and features sprites and collision detection.

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  • Managing multiple collision detection between objects(not necessarily circles)

    Hi.
    I´d like to know if there´s any good tutorial, or if somebody knows, a way, to manage a multiple collision detection with pixel level detection, for objects, not necessarily circles, irregular objects.
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    Yes, and what about the speeds of each object?
    I was thinking something like this:
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