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891095 Posts in 33521 Topics- by 24767 Members - Latest Member: karlari84

June 18, 2013, 08:49:33 PM
TIGSource ForumsDeveloperFeedbackDevLogsUnnamed Shmup (working title: Hybridalis)
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Author Topic: Unnamed Shmup (working title: Hybridalis)  (Read 176 times)
Trevor Dunbar
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Working on unannouned fighting game.


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« on: April 03, 2012, 08:49:41 AM »

I banged my head brutally against a rock for several days to get this-

Collision Shapes supporting any shape you could want- as long as it's a convex hull.
Shapes slide naturally against each other just as a natural result of the collision code.

Colliding several (try 70) rectangles together-

===Image thumbnail===




Now my brain is like mashed potatoes. WOOOO!

The method I used is Separating Axis Theorem that takes into account object velocity.

It was NOT trivial to figure out the separating vector AND distance and a lot of tutorials I looked for did NOT help or include this.

Next I have to optimize this by spatially partitioning objects/their collision so it isn't naively checking every shape against EVERY other shape EVERY frame.
This would allow maybe several hundred objects (maybe even > 1000) on the screen physically colliding if I should wish.
« Last Edit: April 03, 2012, 09:29:19 AM by Trevor Dunbar » Logged

Toucantastic.
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