#pixel perfect collisions

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boreal pumice
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what do you ean exactly?

severe musk
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there's not really any quick and easy way to do that in godot, and it's also probably not necessary. pretty much every game out there uses simple approximations for collisions. rectangles, circles, triangles, etc.
platformers and fighting games (the two kinds of games you'd likely expect pixel perfect collisions from the most) almost universally just use rectangles and/or circles for their collisions and hitboxes. if something more accurate than a single rectangle or circle is necessary, they'll just use multiple, arranged in a way that makes sense for the given sprite. (pictured: guilty gear strive)