Search found 68 matches

by AaronWizard
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...
by AaronWizard
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...
by AaronWizard
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...
by AaronWizard
Tue Feb 07, 2012 1:54 am
Forum: General
Topic: Collision response libraries
Replies: 17
Views: 4519

Re: Collision response libraries

TechnoCat wrote:If you would like, you can collect all the shapes colliding every frame and then do your own resolution.
But...that's the part I always suck at. :cry:
by AaronWizard
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 ...
by AaronWizard
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...
by AaronWizard
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...
by AaronWizard
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...
by AaronWizard
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?
by AaronWizard
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...