Game Development Community

Collision editor

by Ronald Ian Bantayan · in iTorque 2D · 03/12/2009 (1:31 am) · 3 replies

I find the collision editor to be incredibly buggy. It is driving me insane. At times, when adding new points in the collision editor, it goes haywire and skips its neighbors, breaking the polygon and connecting to a phantom point in the middle of the grid, and sometimes the polygons stops updating at all. Also, why doesn't iTGB have an official installer, unlike TGB?

Here is a screenshot of the collision editor going haywire. Notice how it seems to connect to a phantom point in the middle of the grid. Fun!

#1
03/12/2009 (1:23 pm)
I have been having the same issue. How Ive gotten around it is to take the initial 4 points and start going around the object then pulling more points from the line before #1 after #4. It doesn't all ways work but it does most of the time.
#2
03/12/2009 (1:55 pm)
Same problem in TGB, it's only a little bit annoying, but far from game breaking. If you're getting extremely pissed by this, I suggest you stop using iTGB right now, there are far more worse problems up ahead.
#3
03/12/2009 (2:20 pm)
@Brian -- I find that when the "New Points at End" radio button is activated, the collision editor seems to cooperate at a higher percentage rate, I'd say about 70% success rate, which is enough to get most of my work done. It still chokes up every now and then even when using that setting, especially when the boundaries cross the convex hull, but a workaround that semi-works is better than no workaround.

@Ee -- I don't even know how to respond to that, "stop using iTGB right now". I've compiled 5 apps thus far, and will be submitting my first app very soon. Perhaps I worded my post too strongly-- it is just me venting my frustration. Maybe that's not appropriate for these forums, but I can be a passionate guy sometimes. :)