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Mastering the collision system

by Jemand den es nicht gibt · in Torque Game Builder · 07/07/2006 (10:30 am) · 4 replies

Hiya!

The collision system seems to be very complex and configurable. That's very cool but it led me to some problems. I read the collision tutorial and thought "sounds easy, lets try it out" but it has been very frustrating because I have no clue how to set things up to work properly.. it's not very intuitive.

I'm trying to get the following setup to work(all objects have their own group but are on the same layer):

There are three actors: player, enemy and obstacle.

The obstacle is immovable and just blocks any moving entity. So i set it up to only send collision and physics to objects in groups "player" and "enemy". This works very well I think.

The player sends and receives collision but only receives physics and doesn't send it. The enemy only receives collisions and physics on groups "player" and "obstacle".

The problem is, even though player and enemy only RECEIVE physics, they still act like they are senders which means the player can push the enemy around like a crate.

So.. has anybody mastered this beast and can shed some light on it? Or maybe a better explanation and some hints by the developers? I have nearly zero hair to pull out left. :)

#1
07/07/2006 (2:40 pm)
What physics response mode are you using?
#2
07/07/2006 (10:54 pm)
That shouldn't matter at all because the calculation of the physics response happens AFTER checking if there SHOULD be any response.

Anyway, there is/was a bug in the engine that I hope I fixed.. check the bug forums.
#3
07/08/2006 (9:20 pm)
Oh, you're right I misread your problem - sorry! Well, if you don't want your player to collide with your enemies you can just put edit the collision groups of your player so it doesn't collide with them. Or you could set your player to only receive collision.
#4
07/09/2006 (12:00 am)
I wanted them to collide alright. :) But I didn't want physical response on the collision. Anyway thanks, it's working now. :)