Skip to content

Commit b99da76

Browse files
authored
Update README.md
1 parent 1a73482 commit b99da76

File tree

1 file changed

+3
-4
lines changed

1 file changed

+3
-4
lines changed

README.md

+3-4
Original file line numberDiff line numberDiff line change
@@ -3,6 +3,9 @@ A robust, pixel-perfect collision engine for GameMaker Studio 2.3.
33

44
Need support? Want to ask a question about the extension in general, or just to pester the developer? Join the [Lojcord](https://discord.gg/HTedE6QMKY), or open an issue.
55

6+
## Documentation
7+
https://github.com/Lojemiru/Loj-Hadron-Collider/wiki
8+
69
## Why build a custom collision engine?
710
GameMaker's default collision events, while useful, are very barebones and lead to a large amount of boilerplate collision code - especially for pixel-perfect collisions. This usually results in projects having an odd mix of imprecise hit detection using built-in collision events and precise movement checks using `for` loops for solid collisions only. On top of that, additional checks are usually required to get the colliding side, colliding instance, etc. This all adds up to collision systems that are inconsistent, inefficient, inaccurate, and inflexible.
811

@@ -17,10 +20,6 @@ In reality it's a *lot* more complicated than that, particularly thanks to the w
1720

1821
Beyond that, it's mostly internal sorting and looping optimizations. `repeat(x)` is used everywhere possible rather than other loops for maximum performance. As a result, the LHC is YYC-optimized, assuming what I've been told about internal loop evaluation holds true.
1922

20-
## Documentation
21-
22-
To be written!
23-
2423
## Special thanks
2524
Martin Piecyk, for writing arguably the most famous GameMaker platforming engine that taught me the basics of pixel-perfect collision.
2625

0 commit comments

Comments
 (0)