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AABB Collision Problems #158768
10/05/07 07:14
10/05/07 07:14
Joined: Oct 2006
Posts: 106
i_program_games Offline OP
Member
i_program_games  Offline OP
Member

Joined: Oct 2006
Posts: 106
I am trying to get my game to work with C-Script in the A7 environment before I change it to lite-C.

Collision works in the A6 with no problem.

However, the A7 gives strange results. When I don't set enable_polycollision my collision events are called but when I set it to enable_polycollision = 0.5 (physics engine plus AABB) nothing works and things just sit there. I DO have a BSP tree built AND I have my Poloygon flags set to what is suggested in the manual in addition to using c_setminmax().

Here are visuials of what I am experiencing:

1. Here is a pic of the map with all the collision boxes on.




2. Now here is an image of the paddle buried into the left of the screen. This should not happen as I have the following properties set for the paddle: my.push = 0;
my.passable = off;
my.enable_block = on;
And YES I am using c_move.




3. Here is a 3rd example. This looks like an action shot but it's not. That ball WAS heading for a block but is now just stuck sitting there doing nothing. Why is it just sitting there stuck when the bounding collision boxes aren't even near one another.




Once again I must state that collision DOES work when I don't set the enable_polycollision variable but I want to use the AABB system. Please advise.

Re: AABB Collision Problems [Re: i_program_games] #158769
10/05/07 08:07
10/05/07 08:07
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Of course I can't tell you why your collision code does not work, but I suppose your problem was that AABB uses two fixed collision hull sizes (FAT or NARROW set), while OBB can use any size (FAT and NARROW both set).

Please find details under "collision" in the manual.

Re: AABB Collision Problems [Re: jcl] #158770
10/05/07 19:18
10/05/07 19:18
Joined: Oct 2006
Posts: 106
i_program_games Offline OP
Member
i_program_games  Offline OP
Member

Joined: Oct 2006
Posts: 106
I'll clarify my steps that led to my current status.

1. This game works 100% with A6 pro version 6.6 using ent_move
2. I moved all code to the A7 with no compile errors.
3. No collision worked and the ball just stuck there (image 3) with no collision being detected.
4. At this point I changed all ent_move to c_move
5. c_move works.
6. I decided I wanted to use the AABB system so I set enable_polycollision = 0.5 ( AABB with physics support).
8. Now c_move does not work and I get no collision detection and things just stick or ignore other things as shown in my images above.
7. My conclusion: setting enable_polycollision = 0.5 reacts the same as using ent_move

My Questions:

1. Why do the bounding collision boxes look the same regardless of what collision system I choose. In other words, I comment out enable_polycollision and open WED press F11 twice and the blue boxes remain the same as when I set enable_polycollision to 0.5.

2. Why does my code ported in directly from the A6 pro version 6.6 not work with the A7. I thought they were compatible.

3. How do I resolve this issue. It's obvious to me that my events are set correctly as evident when using the new collision system but they do not work with the AABB system.

Thanks in advance


Chaos is a paradox consistently inconsistent.
Re: AABB Collision Problems [Re: i_program_games] #158771
10/18/07 00:39
10/18/07 00:39
Joined: Oct 2006
Posts: 106
i_program_games Offline OP
Member
i_program_games  Offline OP
Member

Joined: Oct 2006
Posts: 106
Update, this problem IS a bug and will be fixed with 7.07 as per this post:

bug hunt


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