Overlapping
Checks if two actors overlap each other.
PixelOverlapping is the easiest to use, because it just works
, with a single method call - no extra setup required.
FYI, Most game engines I've seen either don't support pixel-based overlap detection, or encourage you to use hit boxes
. Hit boxes are more flexible, and faster, but IMHO, a PITA. In games such as Thrust
, if you don't get the hit boxes perfect, it ruins the game somewhat - life and death becomes slightly random.
Simplistic overlapping detection is O(n²). If you have n
objects they each have to check (n-1)
other objects. So, when the number of object goes up 10 times, the time goes up by a factor of 100. This is bad! If you have lots Actors, consider using an algorithm which doesn't use brute-force of checking every combination. For example, divide the world into sections, then you only need to check actors in the same, or neighbouring sections.