Suggestion for T2D Collision
by Bryan Edds · in Torque Game Builder · 03/12/2005 (2:57 pm) · 6 replies
Forgive me if this feature is already in, but if it's not, it's one I would love to see :)
Okay, you know the different default collision behaviors that can be set for a sprite's world limits like "CLAMP", "BOUNCE", etc? It would be sooo cool if this default collision behavior can be easily set for other type of collisions - EG - between a sprite object and a tile.
That would make many things sooo much easier to do.
Thanks for listening guys, and GREAT job on T2D!
Okay, you know the different default collision behaviors that can be set for a sprite's world limits like "CLAMP", "BOUNCE", etc? It would be sooo cool if this default collision behavior can be easily set for other type of collisions - EG - between a sprite object and a tile.
That would make many things sooo much easier to do.
Thanks for listening guys, and GREAT job on T2D!
#2
03/12/2005 (8:15 pm)
Yes, Robert is correct. But thanks for your input anyhow! :) I probably wasn't to terribly clear in my post :(
#3
Already on the list of things to do!
It won't make it into the next update but we will be doing that most definately. :)
- Melv.
03/13/2005 (2:01 am)
@Bryan: You are asking for other collision responses (not matter what object) similar to the world-limit?Already on the list of things to do!
It won't make it into the next update but we will be doing that most definately. :)
- Melv.
#4
I'll probaby just put some placeholder collision responses in until then. :) Glad to know it's on the way!
03/13/2005 (7:58 am)
Thanks Melv!I'll probaby just put some placeholder collision responses in until then. :) Glad to know it's on the way!
#5
It's actually a difficult thing to code. I can't even think of a simple way to approach the problem outside of modifying the engine (taking the world limit "clamp" functionality and splicing it into the fxSceneObject2D collision routines).
Thanks anyhow!
03/13/2005 (12:40 pm)
Thanks for the code, but I'm not deleting my object when it collides. It's more like an town map from Chrono Trigger than a shooter. Say I'm pressing up and right in the game - if I set the velocities to 0 when the collision happens, my character will come to a dead stop. What I want is for him to slide against the wall, and once he gets around the corner, continue moving both up and right.It's actually a difficult thing to code. I can't even think of a simple way to approach the problem outside of modifying the engine (taking the world limit "clamp" functionality and splicing it into the fxSceneObject2D collision routines).
Thanks anyhow!
#6
03/13/2005 (10:31 pm)
I'm probably too tired to say anything useful, but can't you just "clamp" (set to 0) the velocity in the direction of the collision and not the other one? I must be confused about what you want to accomplish. :)
Torque 3D Owner Aaron Varshney
Is that what you were thinking or something else?