Author Topic: Nspace collision detection  (Read 2504 times)

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Offline codeguy

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Nspace collision detection
« on: March 12, 2019, 07:48:54 am »
In case it is lost for good or anything happens to me, I would hope someone finds this useful. I have lost the modded one from HairXXX. I'd be honored if anyone took up the challenge to pimp this code. This algorithm will adjust for any regular polygons. If anyone from the old dotnet site has copies of my works, please feel free to post them here also. Thank you.
« Last Edit: March 13, 2019, 02:17:27 pm by codeguy »

Offline codeguy

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Re: Nspace collision detection
« Reply #1 on: March 12, 2019, 07:51:55 am »
Bluetooth refuses to let me send *.bas files, so you'll have to rename it or simply copy/paste its text to QB64 IDE. Yes, it is fast. I was able to get 80 FPS on my Core i7 for 8192 sungle-pixel objects.
« Last Edit: March 12, 2019, 07:54:48 am by codeguy »

Offline SMcNeill

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Re: Nspace collision detection
« Reply #2 on: March 12, 2019, 07:55:45 am »
If you really want folks to use it, you might want to remove the restrictions on it. 
Quote
NOT Commercially useable code.

I never know when I might want to try and sell something, so I make it a habit to completely skip any and all snippets/libraries which come with such a restriction on them.
https://github.com/SteveMcNeill/Steve64 — A github collection of all things Steve!

Offline codeguy

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Re: Nspace collision detection
« Reply #3 on: March 12, 2019, 08:20:49 am »
Wasn't very interesting so it has been removed for future improvement.
« Last Edit: March 13, 2019, 02:20:05 pm by codeguy »

Offline codeguy

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Re: Nspace collision detection
« Reply #4 on: March 12, 2019, 08:26:15 am »
The original code has been modified to compile correctly on the latest iteration of QB64. Both in the attachment and code listing seen in this post. I certifyi I am the algorithm originating author.
« Last Edit: March 12, 2019, 08:29:45 am by codeguy »