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Collision groups to augment .push in c_move() #108607
01/22/07 17:41
01/22/07 17:41
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
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Ichiro  Offline OP
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Joined: Aug 2002
Posts: 681
Massachusetts, USA
I'd like to see a system of "collision groups" so that I could explicitly set up which types of entities can pass through others. The current Push system works most of the time, but doesn't allow for a rock-paper-scissors situation. For example, I might like for one enemy's projectiles to move freely through walls but collide with player and terrain, while another enemy can move freely through everything except for player fire.

Also, as always, I'd like a pony.



Thanks for your time.


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Re: Collision groups to augment .push in c_move() [Re: Ichiro] #108608
01/29/07 00:47
01/29/07 00:47
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
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Ichiro  Offline OP
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Massachusetts, USA
Anyone? I know it's not sexy, but I think it'd be a good addition.

(I was just kidding about the pony, honest.)


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: Collision groups to augment .push in c_move() [Re: Ichiro] #108609
01/29/07 06:17
01/29/07 06:17
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Hahaha, lol. Yeah, the collision groups idea seems a good one to me. The example you gave is really not possible to do or so it seems, so yup would be a nice addition.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Collision groups to augment .push in c_move() [Re: PHeMoX] #108610
01/29/07 11:04
01/29/07 11:04
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
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Posts: 1,856
In fact OpCode library , i think it's easy to implement , and you can define
group and say ot an object ignore that group or the other.

I don't knwo if it could be used with 3DGS ?

Re: Collision groups to augment .push in c_move() [Re: TheExpert] #108611
01/29/07 22:29
01/29/07 22:29
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
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Bay Area
The 3DGS physics engine has collision groups (see phent_setgroup()) but I'm guessing you are talking about c_trace/c_move.


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Re: Collision ponies to augment .pony in c_pony() [Re: Doug] #108612
01/29/07 22:38
01/29/07 22:38
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
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Ichiro  Offline OP
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Posts: 681
Massachusetts, USA
I'm guessing you are talking about c_trace/c_move.

Just so! I'd be willing to hack in a workaround, but I can't think of one off the top of my head.

Pony.


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Re: Collision ponies to augment .pony in c_pony() [Re: Ichiro] #108613
01/29/07 22:46
01/29/07 22:46
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
You can set up a collision group system through script. Use a skill for an collision group identifier. Now right before c_move, check all entities in an ent_next loop and set those to PASSABLE that have the right identifier. After c_move, set the PASSABLE flag back.

This should not take too much time if you don't have too many entities. When I'd implement it in the engine it would be not much different.

Another, simpler possibility is the new IGNORE_FLAG2 mode for c_move and c_trace.

Re: Collision ponies to augment .pony in c_pony() [Re: jcl] #108614
01/30/07 05:43
01/30/07 05:43
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
User
Ichiro  Offline OP
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Posts: 681
Massachusetts, USA
Thanks for the suggestion; I'll give that a go.

(Though I'd have thought that an in-engine check for the collision group would only occur after an actual collision was registered, and therefore be a bit faster.)


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: Collision ponies to augment .pony in c_pony() [Re: Ichiro] #108615
01/31/07 02:05
01/31/07 02:05
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
It would be nice if we could have a flag so physics entities don't collide with certain models. While JCL's solution works, theres still no solution for physics-normal entity collision, only physics-physics and normal-normal. If there was a solution, I would probably use the physics engine in certain situations. As of now, it's too easy to get my c_move() entity(moves fast) stuck in a physics entity before any forces hit it.


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Re: Collision ponies to augment .pony in c_pony() [Re: William] #108616
02/01/07 13:18
02/01/07 13:18
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Physics to normal collision works, but non-physics against physics using c_move doesn't work. Using the ent_move instruction it works though, although physics to physics collisions seem to be better handled,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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