   RECT collision detection.
  I have the corrod''s of my 2 objects stored in RECTS (they are 2d) and I want to see if they have collided (via a 2d bounding box in rects) please help (source would be nice)doesn''t matter which language cause it is easy to figure out... HELP! It''s Maxd Gaming, put in an underscore and I will beat you with a rubber ducky! { My Site! - Banner } { My Site! - One time popup }{ My .Net Information  }{ A upcoming space RTS codenamed Gruntacktica . }{ . }Not following the new trend:Looky here mommy! No cow pic!Phoe''s Forums   
bool collided(RECT* r1, RECT* r2){    if (r1->bottom < r2->top || r2->bottom < r1->top) return false;    if (r1->right < r2->left || r2->right < r1->left) return false;    return true;};quote:Original post by oliii   bool collided(RECT* r1, RECT* r2){    if (r1->bottom < r2->top || r2->bottom < r1->top) return false;    if (r1->right < r2->left || r2->right < r1->left) return false;    return true;} Whoa... perfect thanks you are  my god   It''s Maxd Gaming, put in an underscore and I will beat you with a rubber ducky! { My Site! - Banner } { My Site! - One time popup }{ My .Net Information  }{ A upcoming space RTS codenamed Gruntacktica . }{ . }Not following the new trend:Looky here mommy! No cow pic!   Phoe''s Forums   ;  I might as well tell you how you can find the intersection depth, then you can push the player away from the tile.  // r1 = player, r2 = tile, push = direction to push the playerbool collided(RECT* r1, RECT* r2, POINT* push){    float y0 = r1->top - r2->bottom;    float y1 = r2->top - r1->bottom;    if (y0 > 0.0f || y1 > 0.0f) return false;    if (abs(y1) < abs(y0))    push->y = y1;    else    push->y = -y0;    float x0 = r1->left - r2->right;    float x1 = r2->left - r1->right;    if (x0 > 0.0f || x1 > 0.0f) return false;    if (abs(x1) < abs(x0))    push->x = x1;    else    push->x = -x0;    if (abs(push->x) < abs(push->y))    push->y = 0;    else if (abs(push->y) < abs(push->x))    push->x = 0;return true;}