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AABBs are pretty convenient and powerful, but they break down really quickly when you have objects that have to rotate.
That's because a rotated AABB isn't axis-aligned anymore, which is what made it so powerful and convenient.
Then load the pre-calculated data when you run your game.
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Having these dynamic bounding boxes helps greatly when dealing with collision detection and collision response. When loading your images into your game, you calculate the smallest rectangle possible, based on the pixel data.
If a pixel is transparent, we do not include it in our rectangle, otherwise, we do.
I will be writing more than 300 articles for this series.
Bounding Box is a structure which defines an axis-aligned box-shaped 3D volume.
There are a lot of ways that collision detection can be done.Take a look at the following code: Run the calculations during your loading phase of your game once, and all your images will have pre-calculated their bounding box data.You can further optimize by running the calculations once, and saving the bounds data to file.You can stay with bounding boxes, even if you're using rotation, but it requires one of two things: recalculate the bounding box on each update (so the box's dimensions will change as you rotate) or by switching to non-aligned bounding boxes.Neither of these are unreasonable options, but we can also just simply try a different shape. The first is that it solves the problem I just described. There's no recalculation needed, and it doesn't require different math to make things work.
At the heart of most games is checking for the collision of different objects in the game.