Search found 68 matches
- Thu Feb 09, 2012 10:25 pm
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Re: Collision response libraries
The issue you would need to look out for if you decide to make one yourself is that SAT collisions require convex polygons, so if you merge an L shaped corner, the outside edge would work correctly, but the inside edge would not. This can "easily" be alleviated by grouping into two shapes...
- Thu Feb 09, 2012 12:21 am
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Re: Collision response libraries
And something I've never seen explained well on the Internet. That's because it is a very, very hard problem. People write whole PhD theses around that topic. And yet every game seems to do this. :P I'm thinking what I should really do is come up with a way of merging all my wall tiles into a small...
- Tue Feb 07, 2012 9:47 pm
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Re: Collision response libraries
The minimum translation vector thing makes sense when it's just two objects that are colliding, or if objects only collide with the immobile terrain. But handling collisions between three or more objects is something I can't get my head around. And something I've never seen explained well on the Int...
- Tue Feb 07, 2012 1:54 am
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Re: Collision response libraries
But...that's the part I always suck at.TechnoCat wrote:If you would like, you can collect all the shapes colliding every frame and then do your own resolution.
- Mon Feb 06, 2012 10:09 pm
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Re: Collision response libraries
Box2D (Love's native physics module) does resolving, too, though that may not be the tool you want. I'd love to use Box2D if it wasn't for that physics bodies limit. :? Response is a bit more specific per game than detection is. Do I want two asteroids to bounce off one another on collision, or do ...
- Sun Feb 05, 2012 9:55 pm
- Forum: General
- Topic: Collision response libraries
- Replies: 17
- Views: 4519
Collision response libraries
I've seen libraries here for collision detection, but has anyone put something together for collision response? I'm envisioning a library that you can feed objects to and, after an update function call, all moving objects are updated with sensical positions and you are allowed to give any objects in...
- Fri Feb 03, 2012 4:01 am
- Forum: Libraries and Tools
- Topic: Autotile Tutorial
- Replies: 5
- Views: 8051
Re: Autotile Tutorial
I've often used the same technique, though slightly rearranged. The tile is already split apart into chunks, 13 in total. So, if my tiles are 32x32, I'd make 13 16x16 chunks. tile_transistions_32x32.png One plus over Kadoba's method is that I only ever have to make one chunk for a given direction (i...
- Tue Jan 24, 2012 5:28 am
- Forum: General
- Topic: Tile map drawing for performance and convenience
- Replies: 12
- Views: 4706
Re: Tile map drawing for performance and convenience
I got confused by this the first time through as well. A SpriteBatch isn't analogous to a Framebuffer. A SpriteBatch only holds one image, that can be drawn over and over at different locations. So, you wouldn't be able to have multiple different tiles in the same SpriteBatch. A Framebuffer acts ex...
- Tue Jan 24, 2012 3:54 am
- Forum: General
- Topic: Tile map drawing for performance and convenience
- Replies: 12
- Views: 4706
Re: Tile map drawing for performance and convenience
All right, so framebuffers are out.
What about SpriteBatches though?
What about SpriteBatches though?
- Tue Jan 24, 2012 2:08 am
- Forum: General
- Topic: Tile map drawing for performance and convenience
- Replies: 12
- Views: 4706
Re: Tile map drawing for performance and convenience
Option A runs the risk of limiting your audience (users with no Canvas support) Even in v0.7.2, where Canvas is still called Framebuffer? as well as the significant risk of making a map that is larger than can be practically stored in memory. Are you talking about the map or the drawable thing that...