model vs. model collision

Posted By: AttosRH

model vs. model collision - 06/08/09 13:26

whats the best collision method to use when 2 models collide?

I'm using the c_move instruction with GLIDE and it works fine when the model(player) collides with the walls but against another model it gets stuck. Can you guys help me please?

thanks in advance
Posted By: Anonymous

Re: model vs. model collision - 06/08/09 13:33

http://www.conitec.net/beta/collision.htm
Posted By: AttosRH

Re: model vs. model collision - 06/08/09 13:35

I'v tried reading this manual four or five times, but my english is terrible and I easily get lost =/
Posted By: Gumby22don

Re: model vs. model collision - 06/09/09 04:57

you could try using USE_BOX as a flag in the c_move function - that way at least one will be a box shape, and you have better chances. two polygons colliding is a bad way to go.

Don
have a great day
Posted By: KiwiBoy

Re: model vs. model collision - 06/09/09 05:21

Event_IMPACT or Event_ENTITY
Posted By: Tobias

Re: model vs. model collision - 06/09/09 06:37

I guess none of those responses will make much sense to you, so here's the direct answer. When the other model is a moving actor, the best collision method is the default one, which uses bounding boxes. When the other model is an unmoving obstacle, open "Entity Properties" in WED, and mark its "Polygon" flag. Then the moving model can glide along it. Hope this helps.
Posted By: AttosRH

Re: model vs. model collision - 06/10/09 01:34

so, should I use my.polygon = on; or something like this?('m not using WED 'cause this is Lite-C
Posted By: Tobias

Re: model vs. model collision - 06/10/09 07:50

In lite-C it's

set(my,POLYGON);

but only when the model does not move!
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