PickPoint And Collision Polygons
by Rodney Rindels - Torqued · in Torque Game Builder · 06/06/2006 (9:29 pm) · 0 replies
I am thinking from my recent tests, that pickpoint works with the Custom Collision Polygon to limit the pickpoint down to that area defined...
If So .. Hell Yeah! Thats exactly what I needed, and it was done for me. Just another example of how much the GG guys and Melv Kick ass!
Example of what I'm talking about..
I have a sprite of a shed, with a collision polygon set.

Then I have my "cow" sprite. That uses a pathfinding method to walk around objects, it uses pickpoints along the path to check the "cost" values of objects, and chooses the path of least resistance ..you can check out my pathfinding tutorial on TDN for the basic script setup I use.
Anyway this shows how the "cow" was able to walk up close to the shed, that means its pickpoints weren't detected until it reached the shed, which makes it look so much more natural than always staying x world units away from objects.

The last image shows my pathfinders choice around the shed ..

If So .. Hell Yeah! Thats exactly what I needed, and it was done for me. Just another example of how much the GG guys and Melv Kick ass!
Example of what I'm talking about..
I have a sprite of a shed, with a collision polygon set.

Then I have my "cow" sprite. That uses a pathfinding method to walk around objects, it uses pickpoints along the path to check the "cost" values of objects, and chooses the path of least resistance ..you can check out my pathfinding tutorial on TDN for the basic script setup I use.
Anyway this shows how the "cow" was able to walk up close to the shed, that means its pickpoints weren't detected until it reached the shed, which makes it look so much more natural than always staying x world units away from objects.

The last image shows my pathfinders choice around the shed ..
