I´ve just gotten starten on a simple Asteroid-type game, just to get the hang of game programming. I´m using lwjgl in 2d-mode and so far I´ve only got a Pong clone under my belt. To keep it simple I´m using only polygons for the ship and asteroids for the time being, since I´m mostly interested in trying to implement some more “advanced” game physics.
Anyway, last night i realized a a problem I´d never thought of before: That is the fact that a glRotate() only affects what I´m rendering to screen but not the vertices I´m using to calculate collision. What´s the best way to solve this problem? I did a little research that told me it´s possible to get the transformation made by glRotate and copy the matrix using a FrameBuffer… Is this the way to go or should I calculate the rotation myself and just render the new values with a simple glBegin?