Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (dr_panther, Ayumi, 7th_zorro), 877 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Additional primitive collision shapes for c_move/c_trace [Re: Rich] #362684
03/09/11 09:12
03/09/11 09:12
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Every new collision shape requires a lengthy implementation and test. Thus we can't implement an arbitrary number of collision shapes, but only one, if at all.

Therefore I would like to learn about a particular situation in your project where a different collision shape is needed, and the reason why an ellipsoid or a PhysX capsule can not be used in this situation. Dependent on this we'll think about if and which collision shape to implement. At the moment I see no real reason for more collision shapes.

Re: Additional primitive collision shapes for c_move/c_trace [Re: jcl] #362691
03/09/11 11:13
03/09/11 11:13
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
If you look at the platformer games, they work better with
a flat collision Hull on the floor.
So the units dont fall off the cliff unexpectitly, but
exactly when the Cliff-Hull and Entity-Hull dont match anymore.
With elipsoid Hulls, the entity probably slide down when getting close to the edge.

I saw this behavior in "SuperUli" here. Where I suppose the elipsoid hull was the reason for unexpectantly sliding off edges.
(Though I dont know how the code is setup in this situation)


In this case a Cylinder would be the best compromise,
to have both less "stucking" in the horizontal direction, and
a very specified collision in the vertical direction.

So these cylinders can be used for platformers, and "firstperson
movement" alike.

Re: Additional primitive collision shapes for c_move/c_trace [Re: Damocles_] #362697
03/09/11 12:25
03/09/11 12:25
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
is it really necessary to show the physx logo if you use physx? crazy i didn't know that...



jcl, you wouldn't have to implement it yourself from scratch.

at the moment the ellipsoid system uses the open source OPCODE library as far as i know? that's outdated...

the new state of the art open source collision libraries are newton and bullet. you could use one of them instead. their convex hull systems are even better than what physx has to offer. they both use the very liberal zlib license now and their collision systems can be used independently from their physics systems.

(but if you are at it you could implement their physics aswell since it makes a lot of sense if only one collision system gets used for everything.)

Re: Additional primitive collision shapes for c_move/c_trace [Re: ventilator] #362723
03/09/11 14:12
03/09/11 14:12
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
If you look at the platformer games, they work better with
a flat collision Hull on the floor.
So the units dont fall off the cliff unexpectitly, but
exactly when the Cliff-Hull and Entity-Hull dont match anymore.
With elipsoid Hulls, the entity probably slide down when getting close to the edge.

I've tried to describe that problem in the AABB-thread:

"The first screen uses a faked box-trace that achieves the desired effect/ movement, the second horizontal line demonstrates the problem with OBB-USE_BOX-(gravity) trace:

(Ignore the bright blue box, the dark blue box is the bounding box.)"

A box-trace would help here.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Additional primitive collision shapes for c_move/c_trace [Re: Superku] #362769
03/09/11 16:16
03/09/11 16:16
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
Every new collision shape requires a lengthy implementation and test. Thus we can't implement an arbitrary number of collision shapes, but only one, if at all.
That's interesting. I would've thought you'd use the Gilbert-Johnson-Keerthi algorithm for collision detection, in which case supporting a new type of convex hull that's compatible with all other collision shapes would simply be a matter of writing a new support function for that type of hull.

As others have said, I think a cylindrical hull (as well as support by c_trace with USE_BOX) would by the most advantageous addition for us programmers if you can really only do one.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Additional primitive collision shapes for c_move/c_trace [Re: Superku] #362770
03/09/11 16:18
03/09/11 16:18
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Originally Posted By: Superku
If you look at the platformer games, they work better with
a flat collision Hull on the floor.
So the units dont fall off the cliff unexpectitly, but
exactly when the Cliff-Hull and Entity-Hull dont match anymore.
With elipsoid Hulls, the entity probably slide down when getting close to the edge.

A flat bottom hull trace is often required, not only for platformers. A flat hull is just a special case of an ellipsoid. You can easily make the hull a flat disk by setting min_z and max_z tight together.

Re: Additional primitive collision shapes for c_move/c_trace [Re: jcl] #362834
03/09/11 19:10
03/09/11 19:10
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Quote:
A flat bottom hull trace is often required, not only for platformers. A flat hull is just a special case of an ellipsoid. You can easily make the hull a flat disk by setting min_z and max_z tight together.

Yes, but then the collision hull has no vertical depth (and still isn't perfectly flat on the bottom). We need the collision hull to have a flat bottom/top and perfectly vertical sides that match the vertical size of the model.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Additional primitive collision shapes for c_move/c_trace [Re: Redeemer] #362899
03/09/11 22:42
03/09/11 22:42
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
which brings back the solution of a cylinder...

Re: Additional primitive collision shapes for c_move/c_trace [Re: Damocles_] #362937
03/10/11 09:38
03/10/11 09:38
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Again, I need an example where a cylinder is really required. Superku gave a valid example, but this already works with the current system.

Re: Additional primitive collision shapes for c_move/c_trace [Re: jcl] #362945
03/10/11 10:58
03/10/11 10:58
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
i thought all problems would go away when c_trace/c_move stuff started using physx for collision dedection?


3333333333
Page 2 of 3 1 2 3

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