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DarkBASIC Professional Discussion / Gauntlet remake and loadsa enemies

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spooky
22
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 5th Mar 2003 16:10
I have this idea of redoing a 3d version of gauntlet (not in time for compo though) and so need anything up to 100 monsters wandering on screen at once, all with some sort of sliding collision on themselves and walls, doors, e.t.c.

With that many objects on screen though, things will go a bit slower than expected until P4, but I can live with that.

I'm after any suggestions on fast collision detection for the monsters before I write zillions of lines of code.

People keep on moaning about built in collision being too slow but I have never had a problem.
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David T
Retired Moderator
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 5th Mar 2003 19:22
With DBP built-in collision is super fast and no concern

Have a look at "automatic object collision" and for exporting static collision box info with a map I recommend Cartography Shop.

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Kangaroo2
22
Years of Service
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 5th Mar 2003 22:24
Auto Collision detection is v fast on my pc, untill you have more than 50 checks - then it starts to loose frames

Personally I'd go with not actually using collision detection but simply checking if the enemies are within so many units away from each other/walls etc. Then you'll probably NEVER have enough objects to slow it down

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