Collision detection!!
Over the last couple of days, I've bee rewriting Crimson from scratch. I decided to keep using ECS after all, after doing a bit more research. I greatly improved the scene management, with object parenting and more memory efficient loading times.
Announcement: Crimson got a website: https://georgelam6.github.io/Crimson/. As Crimson gets bigger and bigger, it will become harder and harder to document. So I've decided to start early with documentation, and created this website for it.
I also got basic collision detection (AABB, circles are coming) to work. You can now add a rectangle component to an object in the scene (XML) file:
And then you can check for collisions in the script like so (using the new findObject function, which returns a pointer to an object in the current scene based on it's name)
![](https://img.itch.zone/aW1nLzM1MTg4NTIucG5n/original/Noqt8z.png)
This is the start of the simple rigidbody physics system I plan to create (and if rolling my own doesn't work, I will probably fallback to Box2D, which is used in Unity and Cocos2D). I only plan to add support for AABBs and circles to start with, since they are simple shaped to work with, and I know absolutely nothing about how physics engines work.
My website: https://georgelam6.com
Crimson's website: https://georgelam6.github.io/Crimson/
![](https://img.itch.zone/aW1nLzM1MTg4NjgucG5n/original/07pP9v.png)