diff --git a/CollisionGrid/CollisionGrid.nuspec b/CollisionGrid/CollisionGrid.nuspec index b70cfd5..65c17ff 100644 --- a/CollisionGrid/CollisionGrid.nuspec +++ b/CollisionGrid/CollisionGrid.nuspec @@ -10,12 +10,14 @@ https://github.com/UnterrainerInformatik/collisiongrid/raw/master/icon.png https://github.com/UnterrainerInformatik/collisiongrid false - Narrow down collision candidates in a 2D environment by using a fixed-size grid. + + When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it. + The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow. + So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five... + This is a PCL, so you should be able to use it in any of your MG projects. + - When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it. - The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow. - - So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five... + Narrow down collision candidates in a 2D environment by using a fixed-size grid. Copyright 2016