CastCollision() vs castCollisionList()
by Trent · in Torque Game Builder · 12/02/2006 (5:46 pm) · 2 replies
I'm having a lot of trouble with movement working the way I want it to, so I have resorted to updating the movement and checking collisions in scenegraph.onUpdateScene().
The problem is, castCollisionList() returns a list of objects... and only objects, where castCollision() returns all the collision info as well.
Is there a way to get the collision info from castCollisionList()? or even to check for a collision only against a specific object?
The problem is, castCollisionList() returns a list of objects... and only objects, where castCollision() returns all the collision info as well.
Is there a way to get the collision info from castCollisionList()? or even to check for a collision only against a specific object?
About the author
#2
12/03/2006 (12:45 am)
I'm really trying to come up with a less intensive way.. every time I try my collisions just dont work the way I want them to.
Associate Tom Eastman (Eastbeast314)
Not that I know of (but I haven't done too much collision stuff) for the first question, and collisions (including casted Collisons, I would assume) use the collision layers and groups, so you could limit the checks that way.
Nevertheless, it seems like it would be a bad idea to to picks every frame. Perhaps there's a less intensive way to get it to work?