Collision Detection Is Hard: The Story of Alf
nicole.express
nicole.express
It happened but was too fast for a human eye.
Note: I'm not 100% sure I understood the article correctly
I found the article quite confusing I have 3 possible understandings:
1. The one stated above
2. Collision is extremely fast and not displayed on screen ( if was displayed in screen it will be easy to spot by going frame by frame )
3. Something else collided with something else. In the article it talks about the fish with the health bar
1. The top of the ALF sprite is wider than it looks and has some non-transparent black in it.
2. There's another (non-transparent black) sprite there that's colliding.
3. There's a sprite multiplexing limitation that somehow counts as a collision.
When I was making my own extremely crappy and derivative games on the TI-99 4/A, the agony of doubly-interpreted BASIC meant that my pre-programmed walls and pits and such were painful to check for. I hit upon the idea of just checking the video array for where my sprite was going to move. Which wasn't bad for a tween.
There are many more areas that the HN crowd would be interested in where "collisions" are a thing. Self-driving cars, hash functions, lock-free data structures, etc.
"The Story of Alf" does not make this more specific either. "Alf" could easily be the nickname of some self-driving project or the acronym for some lock-free data structure or so.
Eg something that automatically calls the police and ambulance.