bmax2D collision lib

BlitzMax Forums/BlitzMax Programming/bmax2D collision lib

Added - quadrant & sub quadtrant mapping funtions, without
object storage...object/tri storage for sub quadrants/buckets
- seems wasteful of processing time, perhaps it would make
a difference for very high volume collision problems..but this
isnt really typical.
Now you can call pcsGetQuadrants(shape:shape,..transform)
- this will perform fast AABB to Quadrant testing, returning
- an area mask..
So for every object to be considered for collision, you run
through them + grab a quadrant mask...if the mask is
zero, you can ignore the object...its not in screenspace,
or if object1's quadrant mask anded with object2's
quadrant mask is zero..you may also ignore ignore it, they
have no quadrants in common...

This simple technique will potentially cull a massive number
of collision tests using very simple operations..

Still plenty of stuff to add & alter...but the system is slowly
improving.. :]

cheers!

indiepath - ill probably share the concept for shape
generation once im done with it - but its not a magic
all singing all dancing solution, it has some signficant
flaws..but for many cases it produces adequate/good
collision hulls..