Take the 2-minute tour ×  I'm currently thinking about collision
and map system that I want to use in my next game and I'm kind
of puzzled. Maps are going to be somewhat complex with lots of
irregularities and thus tiling is out of question.  I thought
about an editor where you'd draw rectangles on the map that
would represent areas that are collidable with and then saving
such "collision map" with only black/white gfx. Or maybe should
I save exact rectangles data with their x/y/width/height into
some text file and go from there?  What would you recommend?
Thanks.  share|improve this question  2 Answers 2  up vote 1
down vote accepted  I also use complex maps with "lots of
irregularities" in my game (pretty much like the game Worms). I
have premade graphical elements which I put at arbitrary
positions. These elements have minimal bounding rectangles
(MBR's). When a character is inside the MBR of a map element, I
do a per-pixel collision detection. It is important, that I'm
taking into account only the interse