Podcast
Questions and Answers
What operation is used to set a specific bit to 1 in the collision flag when a collision is detected on a particular side?
What operation is used to set a specific bit to 1 in the collision flag when a collision is detected on a particular side?
- XORing the collision flag with the collision side value.
- NOTing the collision flag with the collision side value.
- ANDing the collision flag with the collision side value.
- ORing the collision flag with the collision side value. (correct)
After collision detection, how can you determine if the top side of an object has collided with a solid area using the collision flag?
After collision detection, how can you determine if the top side of an object has collided with a solid area using the collision flag?
- XORing the collision flag with `COLLISION_TOP`.
- Inverting the collision flag and checking if the `COLLISION_TOP` bit is set.
- ANDing the collision flag with `COLLISION_TOP` and checking if the result is non-zero. (correct)
- ORing the collision flag with `COLLISION_TOP`.
When should an object instance be snapped back if hot spots are used for collision detection?
When should an object instance be snapped back if hot spots are used for collision detection?
- If at least one hot spot is inside a collision area. (correct)
- If all hot spots are inside a collision area.
- If at least two hot spots are inside a collision area.
- Only if the center of the object is inside a collision area.
If an object's left hot spot is inside a collision area, what snapping action should be taken?
If an object's left hot spot is inside a collision area, what snapping action should be taken?
Given the collision defines, if the collision flag is 0x00000006
, which sides have collided?
Given the collision defines, if the collision flag is 0x00000006
, which sides have collided?
Why is a translation transformation necessary after physics calculations in the normalized coordinates system of a binary collision map?
Why is a translation transformation necessary after physics calculations in the normalized coordinates system of a binary collision map?
In the context of binary collision maps, what is the primary reason for transforming objects out of the normalized coordinate system after physics calculations?
In the context of binary collision maps, what is the primary reason for transforming objects out of the normalized coordinate system after physics calculations?
In a normalized coordinate system for a binary collision map, where is the origin (0, 0) typically located?
In a normalized coordinate system for a binary collision map, where is the origin (0, 0) typically located?
What is the effect of not applying a translation transformation after physics calculations in a normalized coordinate system?
What is the effect of not applying a translation transformation after physics calculations in a normalized coordinate system?
After collision detection and snapping, what transformations are typically applied to object instances to prepare them for rendering in the world space?
After collision detection and snapping, what transformations are typically applied to object instances to prepare them for rendering in the world space?
To position the middle of the grid in the center of the screen after physics calculations in a normalized coordinate system, what translation should be applied?
To position the middle of the grid in the center of the screen after physics calculations in a normalized coordinate system, what translation should be applied?
In a game featuring destroyable bridges, what is the programmer's responsibility regarding the collision array?
In a game featuring destroyable bridges, what is the programmer's responsibility regarding the collision array?
Why is it important to perform physics, movement, and collision checks within the normalized coordinate system of the binary collision map?
Why is it important to perform physics, movement, and collision checks within the normalized coordinate system of the binary collision map?
How is 'Collision Data' typically generated, based on the content provided?
How is 'Collision Data' typically generated, based on the content provided?
A point is located at position (6.8, 4.2) in map coordinates. Assuming the cell dimensions are (1, 1), which array element should be fetched to determine if the point is in a solid cell?
A point is located at position (6.8, 4.2) in map coordinates. Assuming the cell dimensions are (1, 1), which array element should be fetched to determine if the point is in a solid cell?
If an object's velocity is derived from its acceleration within a binary collision map system, what coordinate system is the acceleration relative to?
If an object's velocity is derived from its acceleration within a binary collision map system, what coordinate system is the acceleration relative to?
For a game like Pacman, what characteristic of the game environment allows for a static collision array?
For a game like Pacman, what characteristic of the game environment allows for a static collision array?
In the context of point collision, what is the significance of knowing the cell's dimensions?
In the context of point collision, what is the significance of knowing the cell's dimensions?
Considering a map is divided into a grid for collision detection, what does a cell value of '1' typically represent?
Considering a map is divided into a grid for collision detection, what does a cell value of '1' typically represent?
If a point is at (4.1, 2.9) in a map where the value of the element [4, 2] in the collision array is '0', what does this imply?
If a point is at (4.1, 2.9) in a map where the value of the element [4, 2] in the collision array is '0', what does this imply?
Why is it important to normalize map coordinates when checking for point collisions?
Why is it important to normalize map coordinates when checking for point collisions?
Why does importing map data from editors into games sometimes require flipping the Y value?
Why does importing map data from editors into games sometimes require flipping the Y value?
If a map created in an editor (origin at top-left) is imported into a game without flipping the Y-axis, how will the map's elements be oriented?
If a map created in an editor (origin at top-left) is imported into a game without flipping the Y-axis, how will the map's elements be oriented?
In the context of map data import, what remains unaffected by flipping the Y value?
In the context of map data import, what remains unaffected by flipping the Y value?
What is the primary difference between the coordinate system used in most game engines and that used in map editors, as described?
What is the primary difference between the coordinate system used in most game engines and that used in map editors, as described?
When importing a map from an editor to a game, which step is crucial to ensure correct visual representation if the editor's Y-axis increases downwards?
When importing a map from an editor to a game, which step is crucial to ensure correct visual representation if the editor's Y-axis increases downwards?
Suppose a map element is located at coordinates (2, 3) in a map editor where the origin is at the top-left. After importing this map into a game without flipping the Y-axis, where might this element visually appear, assuming a 5x5 map?
Suppose a map element is located at coordinates (2, 3) in a map editor where the origin is at the top-left. After importing this map into a game without flipping the Y-axis, where might this element visually appear, assuming a 5x5 map?
What is the primary reason game developers might choose to use an external map editor despite potential coordinate system differences?
What is the primary reason game developers might choose to use an external map editor despite potential coordinate system differences?
Which of the following scenarios would MOST likely require flipping the Y-axis during map import?
Which of the following scenarios would MOST likely require flipping the Y-axis during map import?
When importing collision data, why is it necessary to flip the data on the Y axis?
When importing collision data, why is it necessary to flip the data on the Y axis?
What is the primary purpose of the BinaryCollision
array in the provided code?
What is the primary purpose of the BinaryCollision
array in the provided code?
Before accessing BinaryCollision[X][Y]
, what crucial check should be performed?
Before accessing BinaryCollision[X][Y]
, what crucial check should be performed?
Which of the following best describes the role of 'hot spots' in sprite collision detection?
Which of the following best describes the role of 'hot spots' in sprite collision detection?
In the context of hot spots, what does 'updating the collision flag by setting the corresponding bit to 1' signify?
In the context of hot spots, what does 'updating the collision flag by setting the corresponding bit to 1' signify?
If a sprite's hotspot is located at its center, and that center point collides with a solid object in the BinaryCollision
array, what is the immediate next step?
If a sprite's hotspot is located at its center, and that center point collides with a solid object in the BinaryCollision
array, what is the immediate next step?
Imagine you're implementing a game with multiple interactive objects. How would using hot spots for collision detection improve the game's performance compared to pixel-perfect collision?
Imagine you're implementing a game with multiple interactive objects. How would using hot spots for collision detection improve the game's performance compared to pixel-perfect collision?
Given a sprite with hot spots defined at relative offsets (0.25, 0.25), (0.25, 0.75), (0.75, 0.25), and (0.75, 0.75) from its top-left corner, which of these hot spots would be closest to the bottom-right corner of the sprite?
Given a sprite with hot spots defined at relative offsets (0.25, 0.25), (0.25, 0.75), (0.75, 0.25), and (0.75, 0.75) from its top-left corner, which of these hot spots would be closest to the bottom-right corner of the sprite?
When working with map data in a game development context, what is the primary reason for needing to flip the data on the Y-axis?
When working with map data in a game development context, what is the primary reason for needing to flip the data on the Y-axis?
Which of the following methods for flipping map data on the Y-axis provides the most flexibility and control during the game development pipeline?
Which of the following methods for flipping map data on the Y-axis provides the most flexibility and control during the game development pipeline?
If a game exhibits incorrect map rendering due to a coordinate system mismatch, and the map data has not been flipped, which troubleshooting step would be most effective?
If a game exhibits incorrect map rendering due to a coordinate system mismatch, and the map data has not been flipped, which troubleshooting step would be most effective?
Examine the sample map data provided. How many instances of the value 3
are present in the data?
Examine the sample map data provided. How many instances of the value 3
are present in the data?
In the provided map data, if '1' represents a wall and '0' represents an empty space, what does the value '4' most likely represent?
In the provided map data, if '1' represents a wall and '0' represents an empty space, what does the value '4' most likely represent?
Consider a scenario where a level designer modifies the map in the editor but forgets to flip the Y-axis on export. What is the most likely consequence in the game?
Consider a scenario where a level designer modifies the map in the editor but forgets to flip the Y-axis on export. What is the most likely consequence in the game?
A game development team chooses to flip the map data during import (Method #3). What advantage does this approach offer over modifying the data directly in the editor?
A game development team chooses to flip the map data during import (Method #3). What advantage does this approach offer over modifying the data directly in the editor?
If the map dimensions are defined as Width 20 and Height 20, how many total data points are expected in the exported map data file?
If the map dimensions are defined as Width 20 and Height 20, how many total data points are expected in the exported map data file?
While importing a map, a developer accidentally applies a horizontal flip instead of a vertical flip. How will this error manifest in the game?
While importing a map, a developer accidentally applies a horizontal flip instead of a vertical flip. How will this error manifest in the game?
A game level is designed with specific 'hot spots' triggered by the player's location. How does the correct handling (flipping) of map data contribute to ensuring these triggers function as intended?
A game level is designed with specific 'hot spots' triggered by the player's location. How does the correct handling (flipping) of map data contribute to ensuring these triggers function as intended?
Flashcards
Map Data
Map Data
Data representing the layout of a game world, often imported from an editor.
Collision Data
Collision Data
Data derived from Map Data, indicating where collisions can occur.
Array Grid
Array Grid
A grid-based representation of the game world, indicating collision areas.
Static Map
Static Map
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Dynamic Map
Dynamic Map
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Point Collision Detection
Point Collision Detection
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Cell Position
Cell Position
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Floor Function
Floor Function
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Collision Defines
Collision Defines
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Setting Collision Bits
Setting Collision Bits
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ORing Collision Flags
ORing Collision Flags
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ANDing Collision Flags
ANDing Collision Flags
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Snapping
Snapping
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Velocity and Acceleration
Velocity and Acceleration
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Physics in Normalized Space
Physics in Normalized Space
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Transformation After Physics
Transformation After Physics
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Transformation Types
Transformation Types
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Purpose of Translation
Purpose of Translation
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Origin in Normalized Space
Origin in Normalized Space
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Issue Without Translation
Issue Without Translation
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Centering the Grid
Centering the Grid
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Collision Checks & Transformations
Collision Checks & Transformations
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Game Y-Coordinate Direction
Game Y-Coordinate Direction
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Editor Y-Coordinate Direction
Editor Y-Coordinate Direction
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Map Flipping Issue
Map Flipping Issue
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Editor Coordinate Origin
Editor Coordinate Origin
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Coordinate Origin
Coordinate Origin
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Y-Axis Flipping Purpose
Y-Axis Flipping Purpose
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Importance of Coordinate Adaptation
Importance of Coordinate Adaptation
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Data Flipping
Data Flipping
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In-Editor Data Flip
In-Editor Data Flip
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Export-Time Data Flip
Export-Time Data Flip
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Import-Time Data Flip
Import-Time Data Flip
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Map Data Structure
Map Data Structure
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Map Width
Map Width
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Map Height
Map Height
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Tile Value Encoding
Tile Value Encoding
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Map Editor
Map Editor
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Export Map Data
Export Map Data
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Y-Axis Data Flipping
Y-Axis Data Flipping
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Binary Collision Data
Binary Collision Data
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Collision Array Bounds Check
Collision Array Bounds Check
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Hot Spots
Hot Spots
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Hot Spot Positioning
Hot Spot Positioning
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Hot Spot Placement
Hot Spot Placement
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Setting Collision Flag Bits
Setting Collision Flag Bits
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Hot Spot Collision Check
Hot Spot Collision Check
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Study Notes
- Lecture 9 discusses binary collision and hitboxes in game development, specifically within the context of platformer games.
Introduction to Binary Collision Maps
- Binary collision maps are used in games to restrict player movement and control game object interactions.
- Movement in platformers is restricted to horizontal movement on platforms and limited vertical jumps.
- In maze-based games, movement is limited to usable areas.
- The same logic applies to 3D games, where the player has restrictions on movement and object control.
- Movement of the character is limited to platforms in platform games, and the levels are divided into platforms and non-platforms.
- Sprites collide with the left side of walls when moving right, or the bottom when moving upwards.
- The traditional collision check uses the sprite's collision data, represented by a bounding circle or rectangle.
- Using binary maps involves dividing the level into a grid, where each cell contains a value of 0 or 1.
- A value of "0" indicates a non-collision area, while a value of "1" indicates a collision area.
- Other game types, like Pacman, can benefit from binary map collisions.
- A grid is created where "0" cells allow normal Pacman and enemy movement, while "1" cells are collision areas.
Initializing Binary Collision
- Constructing binary map collision depends on the grid-based nature of the game world.
- Each game object instance can "access" a new cell based on the cell's value.
- Representing the 2D grid is done using a 2-dimensional array of "bools," where each element represents one cell.
- Divide the game world into a rectangular grid or the usable part of the world.
- Create two 2-dimensional arrays with sizes equal to the rectangular grid; one for "Map Data" and one for "Collision Data”.
- "Map Data" holds the initial positions and collision areas.
- "Collision Data" just holds the collision data.
- "Map Data" is usually imported from a file, then "Collision Data" is constructed.
- The example provided divides the world into a 5x5 grid.
Implementing Point Collision
- To check if a point is in a “solid” cell, find its cell position and check its value.
- The cells' dimensions are (1; 1) each in the example, and a point at (3.3; 2.7) would be in cell [3][2].
- If the value of element [3][2] is 1, the point is located in a solid area.
- If the value is 0, the point isn't in a solid area, but other sprite parts may be.
Sprite Collision Using Hot Spots
- Games involve objects that are more than just points, like squares or rectangles.
- These objects are typically represented using a combination of triangles.
- Checking for collision between an object and the binary collision map involves testing for collision between points and the map.
- These points for collision checking are called hot spots.
- Each loop, is collision checked between all hot spots and the binary collision map.
- Update the position of an object according to the result of the collision check.
- The method given assumes both the width and height of an object instance are both 1, matching a single cell of the grid.
- Hot spot positions can be assigned manually, where each game object instance has an array of defined hot spots placed on edges during level initialization, and tested at runtime.
- Hot spot positions can be computed at run time during collision checks by using a loop. The hot spots checked should be as few in number as possible, to reduce overload, but still accurate
- The number of hotspots are equal to the number of sides of the object plus its corners.
- When a collision happens, a flag is raised to determine which side the collision occurred via bitwise operations (AND, OR).
Snapping
- After checking hot spots, the object instance snaps back to its original position if inside a collision area.
- Collision is detected if at least 1 hot spot is inside a collision area, signified when one or more bits are set to 1.
- If a left or right hot spot is inside a collision area, the X position of the sprite snaps back to the middle of its center's cell.
- Similarly, if top or bottom hot spots collide, the sprite's Y position snaps to the middle of its current cell.
- This position snapping occurs before rendering, so the object isn't rendered where its partially in collision area.
Normalized Coordinates System
- Cells in a binary map can have varying widths and heights, requiring art asset considerations or map scaling.
- Normalized coordinates means the width and height of each cell is 1.0, regardless of visual differences.
- Object positions exist within the normalized coordinate system.
- (0, 0) represents the bottom left of the bottom left cell, (1, 1) the top right, and (2, 3.5) an offset.
- Object velocity is relative to this normalized coordinate system.
- A velocity of (1;0) moves an object 1 cell to the right.
- Translating moves all instances so their tiles are correct in the world; if not applied, the bottom left of the grid is positioned at the middle of the screen.
- Scaling is used after translating from the normalized coordinates of the binary map, and may be set to fit a whole screen size by determining a certain scale value.
Flipping the Y Value
- When the Y coordinate increases, most games move upwards, while editors move downwards from the top left.
- Importing a map without flipping on the Y axis flips everything; this occurs because coordinate systems change.
- To fix this, flip the data internally in the editor, upon exporting, or while importing.
- In the project, method #3 will be used to solve this issue.
Recapitulation
- Make a map in the editor using colors of the user's choosing and with desired text or objects
- Export the data to a file, and remember the maps width and height.
- A binary collision array is made using Data[x][y] to indicate the collidable spaces.
- Ensure that the proper Y values and axis are utilized to avoid any unintentional flipping.
- Determining sprite collisions using offset may be another way of checking for hot spots.
- After this, update flags to update collisions by:
- Setting if the top/bottom/left/right hot spots are in a collision area.
- Repositioning the sprite to the middle of the cell where its center lies.
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Description
Explore the concepts behind Binary Collision Maps. Understand collision detection, flag settings, and snapping mechanics. Learn about coordinate systems and transformations.