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DarkBASIC Professional Discussion / Collisions are illogical

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Terabyte
22
Years of Service
User Offline
Joined: 28th Dec 2002
Location: UK
Posted: 9th Feb 2003 13:07
lets say you had full polygon collisions in your game yeah..
you have a box and you have lets say a dark matter .x model with all those lims
if a box moves into the model and the models are moves up then what happens who has preference, the model or the box? cus surely one of them has to budge. I think this is really illogical but then again i never have mangaed to get full polygon collision with dbp? oh yeah thats antoher thing atomatic sliding collision with set automatic object collision on does not slide. o.k. thats the end of my rater long string$!!!!
I have a word of advice...
..don't piss on an electric fence!
the architect
22
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 11th Feb 2003 02:41
most games use the bounding box collision. Also avoid automatically using collision until two objects are close enough worthy of more accurate collision.

IE if you man is 500 points away from a bullet no collision test is needed.
if he is 30 points away then switch on the collisions detection.

Obviously the distance is down to you.

Megaman X
22
Years of Service
User Offline
Joined: 21st Oct 2002
Location: Sweden
Posted: 11th Feb 2003 02:53
I always thought DB's collision system is far hard to get to work properly . I still use static collisions most of the time . I would give my copy of BB to my dog play with if DB/pro would have a collision system like that lol

"A true warrior fights with skill, not anger..."

Gif edited by Kangaroo2
ZomBfied
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 11th Feb 2003 05:46
Woof woof!

Megaman X
22
Years of Service
User Offline
Joined: 21st Oct 2002
Location: Sweden
Posted: 11th Feb 2003 12:24
hehe

"A true warrior fights with skill, not anger..."

Gif edited by Kangaroo2

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