Thanks to Relsoft, Dr. D, and me putting myself in Geometry, I am able to release this library. Relsoft and Dr. D deserve all credit for teaching me collision detection
This library's uses pretty darn fast methods. The 2D physics AND Collision.bas goes around 7000 frames per second here.
Download (Source + Lib - 50kb), .rar: Geo Math Lib
Note: Was compiled under Windows XP. If you have trouble with it and it's not a lower than .16 issue, try compiling it yourself.
The Lib Supports the Following:
Tested on Version .16 Unstable, so no guarantees for you .15'ers
1D, 2D, and 3D Trigonometric Functions with Single Digit Precision
Spherical Against Line Segment Collision Detection for All Dimensions Supported:
I mean geez, I'll ahve to play 30 seconds ahead of time...push fire 20 seconds before I see anything because when I do, at 7000fps, I'll be dead before I know I had an accident. ROFLMAO
When God created light, so too was born, the first Shadow!
I mean geez, I'll ahve to play 30 seconds ahead of time...push fire 20 seconds before I see anything because when I do, at 7000fps, I'll be dead before I know I had an accident. ROFLMAO
I divide everything by the desired FPS, therefor, you less per frame as you get more FPS, so things should be just about the same until around 3000 fps. Unfortunately it's a pretty basic system in the examples, so there is a limit before things get slightly distorted.
Windows XP, 2.8ghz processor. The library actually goes a lot faster than that. The graphics putting are what slows it down Then again without graphics it'd be CPS (Calculations Per Second), not FPS.
Added documentation. Also, function overloading now present. I had previously thought ANY was casting the types for me (for whatever reason . . .)
^_^;; Well have fun. Most of the 1D functions will now accept/return all integers/singles/doubles now. I still recommend looking at the .bi's for a little help.
>_> Not the best documentation ever to be honest.
Download (Source + Lib - 50kb), .rar: Geo Math Lib