bmax2D collision lib

BlitzMax Forums/BlitzMax Programming/bmax2D collision lib

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The initial release release will use triangles - this
happened to be the simplest way to break up the the
generated shape - im refining things as i go - the module
will recieve updates/improvements til i feel it has reached
a level at which i doesnt need to be improved.
Internally the system is built to handle convex shapes,
so once i get back to shape generation code..i should be
able to improve the situation. Currently i have other
problems id like to sort out...

At the end of the day if the module makes a difference to your game, and your game is commercial....you will
probably make the money you spent on this module back
after the very first sale of your game....

On the other hand - you could use an external collision
library + build editors to export hulls - giving the best
performance possible...

My system is a trade off - a balance between speed &
ease of use - the hulls produced are not as good as those
produced by hand, and the collision is not as robust or
powerful as some libraries offer..however the collision is
very fast, and the hulls are generated for you..this saves
you great deal of time + will be more than good enough
for most situations..

Your comments are being taken seriously
- and im looking into adding some of these features
into the system...but i cannot make promises at this point.