examples/models: optimize collision check in first_person_maze

Limit collision detection to the player surrounding cells instead of
iterating the full cubicmap each frame.
This commit is contained in:
pauldahacker 2026-01-07 18:22:27 +01:00
parent 3678c2d157
commit bf85125426

View File

@ -80,12 +80,13 @@ int main(void)
if (playerCellY < 0) playerCellY = 0; if (playerCellY < 0) playerCellY = 0;
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1; else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
// Check map collisions using image data and player position // Check map collisions using image data and player position against surrounding cells only
// TODO: Improvement: Just check player surrounding cells for collision for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
for (int y = 0; y < cubicmap.height; y++)
{ {
for (int x = 0; x < cubicmap.width; x++) if (y < 0 || y >= cubicmap.height) continue;
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
{ {
if (x < 0 || x >= cubicmap.width) continue;
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
(CheckCollisionCircleRec(playerPos, playerRadius, (CheckCollisionCircleRec(playerPos, playerRadius,
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f }))) (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))