   Collision boxes
  Hello all,I'm looking to use OgreNewt and Ogre for my next game, almost solely for collision detection. It's a basically 2 dimensional party based dungeon crawler. I want to make bounding boxes for each of the rooms with holes for the doors (this will all be procedurally generated). Am I going about this the wrong way? How are you supposed do collision detection like this?I've only before used Phys2d as far as physics libraries go.   
  If that is all you want to do, you should just search for collision intersection tutorials in these forums or the rest of the web.I say using ogre for aabb collisions followed by per-pixel collisions would be like chainsaws on housespiders....... you end up messing up your floorboards...   ;Quote:Original post by SuperVGAIf that is all you want to do, you should just search for collision intersection tutorials in these forums or the rest of the web.I say using ogre for aabb collisions followed by per-pixel collisions would be like chainsaws on housespiders....... you end up messing up your floorboards...Perhaps suggest an existing collision library? I don't want to reinvent the wheel for this;  Well, I did suggest you to search for the tutorials. It's a very small wheel. Few pages of code if it's done well. Right off the top of my head, the bullet physics library.But again, if all you need to do is AABB collisions, it's still overkill.But it's up to you...EDIT: Wait, why don't you stick Phys2D, it should be able to do the trick.If the base of the rooms are shaped from primitives, it should be straightforward to compute intersections between them and other entities,without having separate bounding-box data for them.[Edited by - SuperVGA on November 19, 2010 4:47:30 AM]