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Re: Portal Madness... WIP [Re: frazzle] #132510
05/29/07 15:56
05/29/07 15:56
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
*lol*

What drugs do you take?

Whatever is is, keep on rocking!


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Portal Madness... WIP [Re: ShoreVietam] #132511
05/29/07 21:16
05/29/07 21:16
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
Serious User
Stansmedia  Offline
Serious User

Joined: Mar 2003
Posts: 1,524
Canada
nice work man


Decessus - 80% done. 100% abandoned.
GET MY ANDROID GAME! https://play.google.com/store/apps/details?id=com.lasertrain.zspinballfree&hl=en
Re: Portal Madness... WIP [Re: Stansmedia] #132512
05/30/07 03:37
05/30/07 03:37
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Thank you all for your support, it is really helpfull and much appreciated.

I've ran into one major problem though, the same thing josiah ran into. Collision...

When sending an object through the portals, collision detection would find a wall behind it, and not be able to pass items through. The video above did not check for collision, it was simply a floating point.

To get around this, I have two options:

1) When an object gets near the portal, turn off its physics, drag it through, and then re-enable physics.

2) Program my own [simple] physics system for when the object is near the portal. When it gets close enough to the portal, I'll turn off its physics, run my own simple physics, and move it based on its origin. I just need to transform veleocity and torque. This shouldn't be too difficult, and sounds like the best idea so far.

I just thought off those two ideas as I was writing... lol. Time to get to work...


I'll try to release a demo that uses step #1 before I begin step #2.


xXxGuitar511
- Programmer
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