A guide to implementing 2D platformers
Did some really cool stuff with "pixel-perfect bitmask collision" back in the day:1. You treat 64-bit unsigned longs as 8x8 pixel squares.2. You do "bit magic" (shifts etc.) to align the mask of your character/entities with the landscape.3. AND the two masks.4. Nonzero = collision.I never really used it for anything (wasn't sure if it was faster than more naive approaches), but it was a neat concept/challenge. I guess it would help if you were on a resource-constrained environment (NES etc.).