-
Notifications
You must be signed in to change notification settings - Fork 5
/
Copy pathCollisionGrid.nuspec
27 lines (27 loc) · 1.56 KB
/
CollisionGrid.nuspec
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
<?xml version="1.0"?>
<package >
<metadata>
<id>$id$</id>
<version>$version$</version>
<title>$title$</title>
<authors>Unterrainer Informatik OG Team</authors>
<owners>Public Domain</owners>
<licenseUrl>http://unlicense.org</licenseUrl>
<iconUrl>https://github.com/UnterrainerInformatik/collisiongrid/raw/master/CollisionGrid/icon.png</iconUrl>
<projectUrl>https://github.com/UnterrainerInformatik/collisiongrid</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>
When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it.
The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow.
So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five...
This is a PCL, so you should be able to use it in any of your MG projects.
</description>
<summary>
Narrow down collision candidates in a 2D environment by using a fixed-size grid.
</summary>
<releaseNotes></releaseNotes>
<copyright>Copyright 2016</copyright>
<language>en-US</language>
<tags>broad-phase broad phase collision detection candidates 2D AABB</tags>
</metadata>
</package>