How can I do fast Triangle/Square vs Triangle collision detection?

Posted by Ólafur Waage on Game Development See other posts from Game Development or by Ólafur Waage
Published on 2012-04-25T00:36:22Z Indexed on 2012/06/29 3:24 UTC
Read the original article Hit count: 184

Filed under:
|

I have a game world where the objects are in a grid based environment with the following restrictions.

All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters)

I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values)

Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

© Game Development or respective owner

Related posts about collision-detection

Related posts about math