Jumping through platforms
by Xibz · in Torque 3D Professional · 04/07/2011 (4:21 am) · 6 replies
Hello,
I've been looking through the source code for a couple days now, and still can't manage to figure how to implement this. I think I may be going about it wrong.
Possibly a point to the right direction would be quite nice, thanks
I've been looking through the source code for a couple days now, and still can't manage to figure how to implement this. I think I may be going about it wrong.
Possibly a point to the right direction would be quite nice, thanks
About the author
#2
04/07/2011 (6:47 am)
Wouldn't that result in a concave collision geometry? Perhaps if the collision mesh is only a plane - have to try and see.
#3
04/07/2011 (7:29 am)
Quote:Wouldn't that result in a concave collision geometry?Yeah, but unlike TGE and TGEA, concave collision geometry actually works. You could do it with planes as well, but a box is basically 6 planes, so you will get the same effect :P
#4
04/07/2011 (7:53 am)
You could implement a collision timeout code,like the Item class.
#5
But after re-looking at it, it seems I had read it wrong. I will try to implement it this way, however is it better to just make a object type as a platform or implement the time out code?
Or does it really matter?
04/07/2011 (2:24 pm)
I'll check out the timeout code, and see what I could do. But I had thought of actually just making a platform as an object type and using the time out code, but I had interpreted that the timeout code would be a hassle for platforms of different heights.But after re-looking at it, it seems I had read it wrong. I will try to implement it this way, however is it better to just make a object type as a platform or implement the time out code?
Or does it really matter?
#6
04/07/2011 (3:09 pm)
Quote:Yeah, but unlike TGE and TGEA, concave collision geometry actually works.Sweet - I was unaware. Useful indeed!
Torque 3D Owner Marcus L
Hope it helps =)