This may be very noob, but Particle Collision?

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
User avatar
osgeld
Party member
Posts: 303
Joined: Sun Nov 23, 2008 10:13 pm

Re: This may be very noob, but Particle Collision?

Post by osgeld »

not all of us are 110% accustom to reading lua + love "code"
This may be very noob
DustinEwan
Prole
Posts: 18
Joined: Wed Oct 21, 2009 7:20 pm

Re: This may be very noob, but Particle Collision?

Post by DustinEwan »

Robin wrote:I'm not sure what you mean here... doesn't reading the source give you the necessary information?
Right, it gives an excellent example for generation of bodies/shapes and applying love.physics to detect collision between those shapes. However, I am wondering if it is possible to do this using a ParticleSystem to generate the particles and detect collisions between particles and other entities.

According to my understanding of the love.physics model, a body and a shape must also be generated for each individual particle that is generated by the ParticleSystem in order to detect collision. I'm wondering if this is possible, or are particles only for show and therefore cannot be used for interaction?
User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: This may be very noob, but Particle Collision?

Post by Robin »

DustinEwan wrote:or are particles only for show and therefore cannot be used for interaction?
I think so, since they are very different components of LÖVE. And look at it this way: imagine how slow it would be if every particle would have a body and a shape, that must be checked for collisions every update, plus the continuous creation and deletion of many of them would probably swamp all memory.
Help us help you: attach a .love.
DustinEwan
Prole
Posts: 18
Joined: Wed Oct 21, 2009 7:20 pm

Re: This may be very noob, but Particle Collision?

Post by DustinEwan »

Yeah, that makes sense to me, but, in my mind, to emulate that functionality using sprites, objects, and shapes has the exact same issues anyway.. -sigh- oh well.

Alright then, thank you very much. That answers my question. :)
Post Reply

Who is online

Users browsing this forum: No registered users and 77 guests