Hello, I am currently working on a collision detection routine for an Android based game which is capable of handling complex concave curves in 2D. I use complex in this post to describe any non-trivial, arbitrary shape (beyond circles, squares, etc.). My problem is that all of the various methods I have come across are either too simplistic to be realistic or too complex for a cell phone. At the moment I am favoring a tile-based scheme but I am having problems figuring out how to do this with convex curves that span several tiles and may have several line segments per tile. I gave some thought to representing the curves mathematically, with each tile being an interval of the function, but there will likely be points where the curve doubles-back on itself (think the big loop at the top of a pinball table that brings the ball all the way around the table and back the direction it came). My questions boil down to:
1. Does anyone know of a way of hit testing a given simple shape (eg. a circle) against a concave series of line segments (shapes beyond circles can be figured out from there) beyond just a Boolean result? 2. What is the best way to represent large, complex shapes programatically? I am currently favoring an XML file describing my levels and the objects in them with shape/position/physics/etc. data to be parsed in during load time. 3. Is there an altogether better way of doing this beyond line segments? The one saving grace in this conundrum is that I know the vast majority of the objects are stationary with, at most, three or four (usually one) dynamic objects moving around. Thanks in advance for any help. -cheers -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en