Hey! It's me again

So this time it's not a problem, but a discussion. In LF2, and most other simple games, they depend on pure rectangles or sometimes circles for collision detection. What I want to know is the most optimal algorithm to do more advanced collision detection; say collision between a rectangle and a circle, or even a collision between a trapezium and a 5+sided-polygon. I've read about some algorithms like Binary Space Partitioning and per-pixel detection, but these seemed too expensive to actually use. In popular game engines like Unity, one is able to actually trace a surface with a line strip which happens to be fast and efficient 0_o. What do you guys think? Any best algorithm out there?

So this time it's not a problem, but a discussion. In LF2, and most other simple games, they depend on pure rectangles or sometimes circles for collision detection. What I want to know is the most optimal algorithm to do more advanced collision detection; say collision between a rectangle and a circle, or even a collision between a trapezium and a 5+sided-polygon. I've read about some algorithms like Binary Space Partitioning and per-pixel detection, but these seemed too expensive to actually use. In popular game engines like Unity, one is able to actually trace a surface with a line strip which happens to be fast and efficient 0_o. What do you guys think? Any best algorithm out there?

A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout