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Collision Detection; What do you think?
Topic Started: 15th November 2012 - 08:23 PM (569 Views)
Kosmos
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Very lazy, such slow, wow.
I have been thinking about it and I'm not sure how to do the collision detection.
There are two types (which don't have to be the same):
Sentinels, projectiles, powerups to the ground, and projectiles to sentinels.
I'm planning to use some kind of position and radius for projectiles but...
I'll (try) to let you decide (if you have other ideas please also tell me).
It would be nice if you could post the reason for your opinion too.

EDIT: For those who don't get it: NO COLLISION = FALLING TROUGH THE GROUND! It was intended as a joke but...
EDIT: Removed that option for obvious reasons.

EDIT BY DAN : Okay, from now on, if your gonna choose a option from this poll and reply, please say why, it's annoying and the developers need "constructive" critisism.

EDIT2: Switched to using collision prediction (more accurate). I'll edit again if there is anything to say, e.g. one way being far more CPU intensive.
Edited by Kosmos, 20th November 2012 - 09:09 PM.
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Alex
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Cloud NiiNe
20th November 2012 - 06:56 AM
SS1 uses various shapes. The babel is a rectangle, but the Orbital is a Sphere.
It can't be a sphere, SS isn't 3D.
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Cloud NiiNe
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Turtle Trekker
Circle sounds too dull.
/troll defense.
Edited by Cloud NiiNe, 20th November 2012 - 01:05 PM.
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Kosmos
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Very lazy, such slow, wow.
I don't think so. I have tested that with a gun to see where the shots hit the sentinel. It was never a circle and it wasn't a ellipse either.
I tried this with other sentinels as well, same result.
Removed the poll with the following results:
Use a dot: 1
Use a circle: 4
Use a oval: 1
Use a rotatable oval: 4
Use a box: 0
Use a rotatable box: 1
Use another shape: 1 (0)
I will put it back up when I have new information.
Edited by Kosmos, 24th November 2012 - 02:23 AM.
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