Recursive Dimensional Clustering for Collision detection
I somewhat briefly skimmed through this thread because A. it interests me because I'm wokring on a Top-Down Shootem up for my final in my intro to game programming course (although I'm finding I'm slightly more advanced than the class, or my ability to pick up programming languages is very good), and B. because I'm working on accurate Shape dynamic hit testing for this game.
Unfortuanetly I'm limited to MX2004 but this is all besides the point, I believe I noticed that no one mentioned my title for collision testing, Recursive Dimensional Clustering (RDC from here on out.
RDC is a dynamic 'algorithm' so to speak, that figures out if objects bounds on screen intersect with other objects bounds along their x, THEN y, axis'. It doesn't sound very good, but in the simple level of my shmup its definetly improved the run speed.
The end results is minimal actual hit detection tests. which allows you to use more advanced hit detection methods for more accurate detection (finer detail, so that when an edge touches an edge, rather than a general area)
I'm not going to go into detail because I can't really explain it as well as it deserves, but here is a link to the article that enlightened me to RDC.
Recursive Dimensional Clustering
it took me some time to actually think of how I could implement this, because while the concept is very clear, the implementation can be somewhat tricky if your can't grasp it right off. if you consider using this, but are having trouble understanding his coding technique (as I did, since I have trouble thinking in classes, rather than functions) just drop me a reply, and I'll get back to you