Sgt. Conker We are "absolutely fine"

28Jan/100

Placing a tank on a planet

As part of his Procedural Planets series, Dave takes a break from generating and rendering a planet and instead tried to place a tank on the surface of the generated planet. Read about the whole implementation process on his blog.

10Jan/100

More 2D collisions

After Glenn's Rotated Per Pixel Collision, George "good MVP that everyone likes" Clingerman just released a new sample that shows how to use the Separating Axis Theorem to implement 2D Rotated Rectangle Collision. Read all about it on his site.

14Oct/095

Article : Spatial hashing implementation for fast 2D collisions

by Conkerjo

This article describes how to use a spatial hashing implementation to speed up collisions in your games.

This is a sample prototype I wrote to fix a performance limitation with collision checking in my game.
So what is spatial hashing? Here is a good 1 liner I will borrow from the source material i used.