u should implement something for finding objects, states and so on in the "project" menu...
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bye!!!
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Collision tests are only made between models with the Category-property set to match the definition in a DefineCollision-component. So for instance a Model with Category set to 0 does not have any collision tests and no cpu-time is wasted on this.Kjell wrote:Perhaps for now you can add a CollisionStyle: "none" option to save some computing time on Models that don't need any collision? Or is this automatically skipped when no components exist in the OnCollision state?
You have the Application.CollisionCategory property which holds information about which category the model collided with. So if you have separate category for enemy-shots and powerups then you can test this property with a Condition-component and act accordingly.jph_wacheski wrote:So however I define the power-up, when it collides with the player,. . poof its gone..,
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return app.CollidedCategory<4;
Ah of course, should have realized that.VilleK wrote:Collision tests are only made between models with the Category-property set to match the definition in a DefineCollision-component. So for instance a Model with Category set to 0 does not have any collision tests and no cpu-time is wasted on this.
I think one of the main benefits of having a Camera component ( similar to the Model component, but then with FOV / Zoom / Falloff etc. ) is that all properties such as position / rotation / custom_variables can be stored in the component itself. This then also paves way for multiple camera support / easy camera switching when adding for example a ActiveCamera property to the top-level App. Or even better, have a RenderState ( boolean ) for each camera along with RenderRegion ( rectangle ) / RenderPriority ( int ) to enable people to create split screen / screen-in-screen madnessVilleK wrote:I agree that components for defining a camera setup (and lights) is a good idea. It's noted