| 1 |
I
have
found
further
possible
collisions
for
the
case
that
my
above
algorithm
is
not
used
or
the
base
area
is
not
rectangular:
If
a
projectile
flies
above/below
an
object
until
the
2D
center
of
the
object
but
afterwards
it
goes
deep/high
enough,
it
can
hit
it.
|
1 |
If
a
projectile
flies
above/below
an
object
until
the
2D
center
of
the
object
but
afterwards/before
it
goes
deep/high
enough,
it
can
hit
it
if
my
above
algorithm
is
not
used
or
the
base
area
is
not
rectangular.
This
can
be
fixed
by
checking
the
collision
height
at
the
entry
and
leaving
2D
point
as
in
my
above
algorithm
for
the
rectangular
case
which
would
have
to
be
generalized
for
other
shapes.
It
should
be
easy
to
generalize
it
for
circular
base
areas.
Are
there
even
any
other
base
areas
in
the
game?
|