Closed GoogleCodeExporter closed 8 years ago
[deleted comment]
old issues for reference: issue 32, issue 263
Original comment by Cry...@gmail.com
on 7 Feb 2014 at 11:36
[deleted comment]
TODO, objects:
A. fix copy objects from other track and paste - fix bug with selection
B. rotate and scale all, around picked - fix bug with local to global rotations
Original comment by Cry...@gmail.com
on 7 Feb 2014 at 11:46
TODO, checkpoints
1. In pipes, move checkpoint up, so it's in middle, radius always 1
(needs placing checks after road create or that code for segments pre pass before..)
2. Show all checkpoints in editor (needs hw_inst issue 226 first)
Original comment by Cry...@gmail.com
on 7 Feb 2014 at 11:46
3. New implementation.
Use bullet trigger shapes for all, and collision callback to get info on car
contact.
Rotated box for on terrain and bridges, cylinder in full pipes. Also box for
finish. (throw out that old check)
Benefits:
- checks will be smaller, so less intesections, less false 'wrong check' hits
- checking auto done by bullet, also for finish
- easy to check in editor if they are colliding with each other (but it shouldn't matter).
Original comment by Cry...@gmail.com
on 7 Feb 2014 at 11:48
Ad 3. Hmm, no. Don't do it. Just realised that few things now depend on checks
being a sphere, like the progress %, time difference, and so on. Hitting a
sphere check with car being a point, happens at constant distance from its
center, while in bullet both being shapes would make it not easy, and produce
some noise in progress %, time diff etc. I don't want to spend time to tweak
that or test other solution.
Original comment by Cry...@gmail.com
on 8 Feb 2014 at 10:47
[deleted comment]
Done: A,B.
Original comment by Cry...@gmail.com
on 24 Mar 2014 at 12:21
[deleted comment]
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Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:38
[deleted comment]
Done 1.
Original comment by Cry...@gmail.com
on 11 Oct 2014 at 9:00
Original issue reported on code.google.com by
Cry...@gmail.com
on 7 Feb 2014 at 11:29