2D pixel perfect collision on rotating sprites
I'm wondering about the best way to handle pixel perfect collisions between two rotating sprites for a 2d engine I'm trying to make with directx9. I'm thinking about a list that contains all outline pixels of the sprites then, when the two sprites rects are intersecting, check if at least a point in list1 is equal to a point in list2. Of course I should rotate the values in the list according with the sprite rotation, maybe with a lookup table for the angle values, but I fear that I need to recreate the list every time I change the sprite position :/
I haven't encountered this problem until now, so I'm a bit unsure about the speed of this method. :think:
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