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Thread: Collision Slide Effect for 3DS Objects

  1. #21

    Collision Slide Effect for 3DS Objects

    oh boy,

    i cant solve it iam to stupid :evil:
    can u post an code example were u solve it?
    i think the game Omino 3d from ur site is very cool
    what are u using for this?
    can u post the source or mail at Novastern@gmx.net

    thank u
    good bye

  2. #22

    Collision Slide Effect for 3DS Objects

    I don't have a version working.
    If i find the time i'll try to compile it this evening (it requires me to reboot to windows, something i seldom do )
    For Omino3D i used JEDI-SDL. It uses a system for circle collision like the one you're making. If i find the sources i'll send them.
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  3. #23

    Collision Slide Effect for 3DS Objects

    hi :mrgreen:

    IT WORKED *yieh*

    i only change my vector with ur vector2d unit (i think my will work too)
    and use ur floatunit unit

    now i will study the code of both units to understand

    thank u very much
    greats Dai

  4. #24

    Collision Slide Effect for 3DS Objects

    hi again

    umm...when i will used a plane to plane or sphere to plane
    u said thats the same but what is with the edges? how too calculate?
    i know how, but i need too get the direction of the collide object
    then how i can use the scale and multiply functions from v? there i get the
    direction and what about the planes thats arbitrary oriented?

    sorry for the headage :roll:

    thanks and bye

  5. #25

    Collision Slide Effect for 3DS Objects

    well, if you have an (infinite) plane, then you just have to test if the center of the sphere and the plane are less distant then the radius.
    The plane will be perpendicular to an axe, so it will be in the form x = 3 or y = 5 etc.
    If it's x=3 for example, the distance will be abs(Cx - 3) where Cx is the x coordinate of the center.

    If you have lines or rectangles instead of planes, then it's far more difficoult, becouse you must discriminate the cases in which the sphere collides on an edge and the cases in whitch the sphere collides on an angle.
    Possibly an easy solution is to consider each edge a plane and test all of them, but obviously this is not precise in the angles it will not raise a collision in some cases (anyway you can tell it's a feature: rounded rect collision algorithm :mrgreen

    IHTH
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

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