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Halo: Spartan Assault is a new take on the classic Halo series’ ground­-based, 50-foot-tall, four­-foot-wide, Halo spaceship-launching, onto­-your-friend-or-spoiled-dog-in-a-viscous-sauce game series, and still manages to feel original, interesting and entertaining.

Spartan Assault fixes the campaign, and makes it more detailed and fast­-paced. It introduces a brand new unlock­-able multiplayer, in the form of jets, drivers, and personalized armor. With jets, you can float through the levels; drivers, you can hover around enemies and blast them with your shield; and armor, it can be customized to protect you or your allies, and may even tell jokes and break dance. The new maps are also rendered beautifully on the screen, and the game has Achievements.

. more maps, achievements and more? Coming very soon in Early Access.

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There are no aliens, no gravity, no Master Chief. This is a game that is more about rocket jumps and cake fights in Tetris.

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    /Collision Detection

    I’m starting a new game engine and after doing some research, most of what I’ve found isn’t that great.

    I have some basic physics and collision routines set up. I’ve written some code for moving my objects (void Move(Vector2D position)) and some for collision handling.

    From what I’ve read, I’m using either a square space (giving me lots of space so that I might move my objects freely) or a one-dimensional space (giving me 8x the space). The problem is that my moving object is moving along the x-axis where as the space is one-dimensional (it’s always moving along the y-axis).

    Below is a small representation of how I’ve set it up.

    EDIT: Rectangle means the space (the same width, but a change in height)

    //max_width is a limit to how far the object can move in a certain axis (see corner sample)
    if(collision(objLeft,BoundingBox.GetBottomRight(),max_width,BoundingBox.GetBottomLeft())) { collision(objRight,BoundingBox.GetTopLeft(),min_width,BoundingBox.GetTopRight()); }

    //Or the same for the Y axis

    Also below is the routine that is called for the collision detection/handling.

    What’s the best way to set up my collision system?

    If you can give me good reasons and examples as to why your approach is better, I’d appreciate that and how to approach the situation you’ve encountered (if you’ve faced it before, that is).

    Thank you for your reply, but no, I’ve never encountered the situation where the bounding box is of any use since I’m not expanding or shrinking what ever the bounding box I use. I’m trying to find a cheap way of finding a collision without using bounding boxes, if it needs to be that way.

    I was a bit blind-sided by that answer today. Though I must confess I am not very familiar with collision detection and physics at all, yet I came up with an idea that may solve the problem. I’m not sure of any limitations, but I’m happy to implement and test it if there are any drawbacks or problems.

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    By removing the

     

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