Ok, so you're working on a game and you have some objects that you need to configure how they should (or shouldn't) collide with each other. If it's the first time you're doing this you'll probably end up at the Corona Labs page about collision detection pretty soon. You read through the section "Collision Filtering" and can't help but wonder: Does it really have to be this complicated? No, it doesn't. There is absolutely no reason to force knowledge about implementation details like category bits and bit masks onto the developer. All you want to do is specify if objects of type A should collide with objects of type B or not. But to do this, you need to assign unique bit identifiers to each object type, calculate the bit masks yourself, make sure that two colliding object types cross reference each other and so on. It gets really nasty as the number of object types grow. Consider the example from the Corona Labs documentation in which there ...
An indie developer's thoughts on full-stack mobile app and game development. From backend data bits to colorful frontend pixels and everything in between. Currently focused on Corona SDK, React Native and anything related.