Collision improvments,. . just some ideas.
Posted: Tue Dec 16, 2008 2:48 pm
for 2d collisions;
One idea I had was to add a Circle2D collision that would work WITH the Rect2D_OBB collition,. . this would make rotating models (w/ the Circ2D setting) not get stuck in angled walls/buildings that are checked with the Rect2D_OBB. (as square are apt to, try it!) This also would be very usefull on its own as most of the game ideas I have call for round object collisions,. .
Another way to deal with the same issue, as well as many others, is to add a new Action in the DefineCollision; MoveOutOf - this would move the objects involved in the hit BACK, the way they where moveing, untill they do not collide. (therfore if a moveing object hits a still wall the wall does not move!) And while we are thinking of it, how about a Bounce Action? Like MoveOutOf with a direction impulse thrown in,. .
and for 3d;
A Box3D_OBB would very much rock! of course it should do all the above like mix with Sphere3D etc,. .
just some ideas for you to consider.
One idea I had was to add a Circle2D collision that would work WITH the Rect2D_OBB collition,. . this would make rotating models (w/ the Circ2D setting) not get stuck in angled walls/buildings that are checked with the Rect2D_OBB. (as square are apt to, try it!) This also would be very usefull on its own as most of the game ideas I have call for round object collisions,. .
Another way to deal with the same issue, as well as many others, is to add a new Action in the DefineCollision; MoveOutOf - this would move the objects involved in the hit BACK, the way they where moveing, untill they do not collide. (therfore if a moveing object hits a still wall the wall does not move!) And while we are thinking of it, how about a Bounce Action? Like MoveOutOf with a direction impulse thrown in,. .
and for 3d;
A Box3D_OBB would very much rock! of course it should do all the above like mix with Sphere3D etc,. .
just some ideas for you to consider.