Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (Akow), 1,365 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19055 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
c_move USE_MIN #157921
09/30/07 13:56
09/30/07 13:56
Joined: Jan 2002
Posts: 300
Usa
Rich Offline OP
Senior Member
Rich  Offline OP
Senior Member

Joined: Jan 2002
Posts: 300
Usa
Hi,

Simple request to help with collision detection. Hopefully my understanding of how c_move works is accurate, I have been playing with it for so long now...

My suggestion if for a USE_MIN flag for c_move. What this will do is use the minimum distance that can be traveled.

For instance, if you have a fast moving object, and it is about to impact an entity. Now the speed it is traveling at in the next step is greater than the distance between the two objects. Instead of not moving at all, (and getting stuck like it currently does) c_move can use the minimum distance, that is, use the actual distance between the two objects, if the distance it is to move is greater. Something that can be scripted, but only with an extra c_trace command, and from my understanding c_move uses c_trace already.

This would be more useful for entity vs entity collisions, as collisions with blocks seem to handle this better right now.

Thanks for reading and hopefully this is useful.

Last edited by Rich; 09/30/07 23:51.
Re: c_move USE_MIN [Re: Rich] #157922
10/01/07 10:23
10/01/07 10:23
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
When two objects collide in a 3D engine, the moving object moves to a position where it just touches the target hull, and then either stops or glides along the hull. This is unrelated to whether it's a "fast moving" object. So I see no sense in your flag - or I didn't understand your request.

http://manual.conitec.net/collision.htm

Re: c_move USE_MIN *fixed link* [Re: jcl] #157923
10/01/07 13:49
10/01/07 13:49
Joined: Jan 2002
Posts: 300
Usa
Rich Offline OP
Senior Member
Rich  Offline OP
Senior Member

Joined: Jan 2002
Posts: 300
Usa
Thanks for your reply JCL.

No matter what I try, that doesn't seem to work that way for me. The entities do collide (c_move returns YOU of the other object), but keep a distance from each other. I don't think there is any way I could possibly describe whats happening, but if your interested I can show you. I threw together a small demonstration of this problem, if you (or anyone else) are interested you can download it here:

test, compiled with free lite c FIXED

Maybe I am doing something wrong...

Theres also another issue I have yet to report. When an entity is driven into the ground (by say gravity, a constant force, either into another entity or level block) the entity's x and y forces become reversed. This is something new in 7.05.4 and did not happen previously.

Again thanks for reading, feel free to move this if it no longer belongs in this section.

Last edited by Rich; 10/01/07 15:10.
Re: c_move USE_MIN *fixed link* [Re: Rich] #157924
10/02/07 07:52
10/02/07 07:52
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Entities keep a distance due to their collision hull. Set the hull smaller if you want them to get closer. You can find details under the link I've posted above.

The engine does not apply any x or y forces to entities (unless you're using physics). So if you find the forces to be reversed, check your script.

Re: c_move USE_MIN *fixed link* [Re: jcl] #157925
10/02/07 08:09
10/02/07 08:09
Joined: Jan 2002
Posts: 300
Usa
Rich Offline OP
Senior Member
Rich  Offline OP
Senior Member

Joined: Jan 2002
Posts: 300
Usa
Will do, thanks again for taking the time to reply.

For now I have come up with the work around to use invisible block entities with "USE_POLYGON", though I may repost this at a later time in one of the help forums to see if anyone can help me with the script.

Thanks again.

Last edited by Rich; 10/02/07 09:11.

A8 com / A7 free

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1