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Newcomers DBPro Corner / collision detection

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skater1
21
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Joined: 18th Oct 2003
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Posted: 15th Nov 2003 23:42
Ya kno how if you make an object collision box well wat are the numbers after that for. Well he first 3 are prob. just the xyz but then wat r the other ones. I was tryin to edit the box collisiopn example in darkbasic. If youve never seen it its just 2 walls and some rectangle bouncing back and forth kind like pong. Well i added a roof but the and another wall (kinda like a room) but the collision didnt work.

tim
treedomordeath
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Posted: 15th Nov 2003 23:51
are you making a 3d pong type game???

"...the only thing we have to fear is fear itself."-JFK
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Nov 2003 00:11 Edited at: 16th Nov 2003 00:13
The two set of coordinates represent opposite ends of the box. So, x1 y1 z1 might represent all the positive coordinates and x2 y2 z2 all the negative.

For example, you have a cube that is 10x10x10 and centered at 0,0,0. The collision box might be:

make object collision box objnum, 5,5,5, -5,-5,-5,1

While

make object collision box objnum, 5,-5,5, -5,5,-5,1

would describe the same volume, for the most part is is easier to separate them into the positive and negative corners of the cube's volume. The flag at the end determines whether you want sliding or rotated collision checking.

Clear as mud?
--
TAZ
CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 16th Nov 2003 01:44
Pong!


-RUST-
treedomordeath
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Posted: 16th Nov 2003 02:10
the reason i asked is because i am working on a 3d pong .....if you want to look at my code to help you out give me the good word.

"...the only thing we have to fear is fear itself."-JFK
CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 16th Nov 2003 02:13
actually my pong above is 3d but using really flat objects and dead-on camera. If you need help or have problems post up a shout here.
Good luck

-RUST-
skater1
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Joined: 18th Oct 2003
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Posted: 16th Nov 2003 03:19
yea actually i am a 3d pong its cool but i cant get the object collision.any help with object collision pleez tell me.

tim
treedomordeath
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Posted: 16th Nov 2003 03:35
i am going to post my program here in a minute...i need help debuging my collision detection...you can look at my code to help you out.

"...the only thing we have to fear is fear itself."-JFK
skater1
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Posted: 18th Nov 2003 02:04
wait zerchar um so would if you had an object that was 25,25,25 ok
and positioned 25,60,30 wat would you do would. i dont understand wat you said like wat do you have to do to get the numbers for the object collision box. cuz it kinda looked like ya just had to subtract em by 5 and make the last ones negative. But im really stupid so im most definitly wrong.

tim
nuclear glory
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Joined: 2nd Oct 2003
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Posted: 18th Nov 2003 03:13
We have written a collision system if you're interested.

Link is below

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
skater1
21
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Posted: 18th Nov 2003 05:14
i only have classic thow i wish i was good enough to use pro

tim
nuclear glory
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Posted: 18th Nov 2003 05:22 Edited at: 18th Nov 2003 05:22
A classic version is available. And the next release (2.01) will be classic compatible as well.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 18th Nov 2003 20:27
Five is just ten divided by two. If a cube is 10x10x10, the center point of the cube is 5 units away from the edges. 5,5,5 and -5,-5,-5 are relative coordinates to the object. You do not have to respecifiy the object's collision box when you move it.

For example, if the cube (well, box) was 10x20x40, the corners of the box would be 5,10,20 and -5,-10,-20. Grab a shoe box by the opposite corners and you'll see how two sets of coordinates can describe the whole volume of the box. If you imagine 0,0,0 at the center of the shoe box, the corners are equally distant, but in opposite directions.

Clear as mud?
--
TAZ
skater1
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Posted: 18th Nov 2003 23:31
im downloadin it right now. It sounds sweet. omg i need cable internet! ok yea thanxs zrichar or watever and nuclera glory for givin me that site. do you make games or wat cuz it said awsome pc games but all there is on the site is the collision thing.

tim
nuclear glory
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Posted: 19th Nov 2003 00:36
Yes, we'll be making games. We're laying some foundational work right now. Starting with the collision system and working our way forward.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
skater1
21
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Posted: 19th Nov 2003 05:43
you need to make sum tutorials for the dll because that stuff is hard and until u do i cant use it. But that example that it comes with is pretty sweet the racing thingy. O also is there anything other sliding collision in that because isnt sliding cullision for like slideing or sumtin. Or is that all you need? I dont kno.

tim
zircher
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 19th Nov 2003 15:22
I tried Nuke's sample program and I found it to be extremely easy to use. Try raising your skills since their API will only become more complex as they add new features.

One thing about computer programming in general, you never stop learning. I've been at it for two decades and that still holds true.
--
TAZ

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