Calculate collision of quadroangles in Delphi

Calculating collisions between two quadrilaterals (quadroangles) can be complex, as it involves checking for intersections and overlaps between their edges. One common approach is to use the Separating Axis Theorem (SAT), which checks whether there exists a separating axis between the two shapes.

Below is a simple example of how you might implement basic collision detection for axis-aligned rectangles (which are a special case of quadrilaterals) in Delphi. Note that this example is based on rectangles and may need to be extended for more general quadrilaterals:

You can use this utility function to check for collisions between two rectangles (or axis-aligned quadrilaterals):

This example uses axis-aligned rectangles. If you are dealing with more general quadrilaterals, you may need to implement a more sophisticated collision detection algorithm, such as the SAT mentioned earlier. The complexity of such algorithms increases as the shapes become more arbitrary. Consider using existing game development libraries that often include collision detection functionalities for a variety of shapes.


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