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Re: The 3DGS collision system is AWFUL.
[Re: Redeemer]
#359494
02/17/11 23:06
02/17/11 23:06
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I hate it, too. I spent so much time on avoiding ellipsoid collisions and trying to (re)create bounding box movement, esp. for platformers.
EDIT: The rest of the collision system is awesome (push, group, c_ignore, (FLAG2)).
Last edited by Superku; 02/17/11 23:07.
"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
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Re: The 3DGS collision system is AWFUL.
[Re: Superku]
#359523
02/18/11 10:33
02/18/11 10:33
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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I standard wall up my entire level. Collision has always been flawed.
Last edited by Joozey; 02/18/11 10:34.
Click and join the 3dgs irc community! Room: #3dgs
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Re: The 3DGS collision system is AWFUL.
[Re: Joozey]
#359529
02/18/11 11:32
02/18/11 11:32
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
User
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User
Joined: Nov 2002
Posts: 913
Berlin, Germany
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This is a rant I can support from all of my heart AABB was perfectly usable for most games. I always thought that the latest A7 still had AABB because of the naming of "USE_AABB", but recently found it it uses ellipsoids instead. So I took the only reasonable step for my game "Survive!": I programmed my own AABB collision detection in lite-c. Its highly unoptimized but it works for the super small levels I have, and it includes the EVENT_ENTITY. Its missing any kind of level-block collision though, so its worthless for you.
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Re: The 3DGS collision system is AWFUL.
[Re: SchokoKeks]
#359530
02/18/11 11:45
02/18/11 11:45
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Superku, those features you mentioned are indeed nice, but collision group support is a very new thing. It was even worse before, trying to get c_trace and c_move to ignore a certain group of entites was a pain.
I'm having huge collision problems with my camera. I have a sphere model around it and I'm trying to use this to keep the cam from going through objects. Sometimes this looks horrible... bouncing around, gliding too fast...
~"I never let school interfere with my education"~ -Mark Twain
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Re: The 3DGS collision system is AWFUL.
[Re: Germanunkol]
#359586
02/18/11 17:44
02/18/11 17:44
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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I hate, really hate c_move I'm currently trying to make workaround for ellipsoid problem... But it sucks... Tried to use USE_AABB but I can't really see any differences, may be I got some errors... OBB SUCK! Why they stoped using AABB?!
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Re: The 3DGS collision system is AWFUL.
[Re: 3run]
#359656
02/18/11 21:13
02/18/11 21:13
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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The new collision system using Nvidia Physix shoulkd solve all collision problems Like Unity using collision engine for all collision managment ! Why does the code for using simple Physix collisions takes so much time to be made for A8 ??? Even beginner can make Irrlicht engine use collision engine in some hour with the tutorial !!
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Re: The 3DGS collision system is AWFUL.
[Re: ratchet]
#359669
02/18/11 22:46
02/18/11 22:46
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Even beginner can make Irrlicht engine use collision engine in some hour with the tutorial !!
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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