This may be very noob, but Particle Collision?

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

Post by osgeld » Thu Oct 29, 2009 4:07 am

not all of us are 110% accustom to reading lua + love "code"
This may be very noob

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

Post by DustinEwan » Mon Nov 02, 2009 5:23 pm

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?

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

Post by Robin » Tue Nov 03, 2009 11:52 am

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

Post by DustinEwan » Tue Nov 03, 2009 2:20 pm

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. :)

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