Closed GoogleCodeExporter closed 9 years ago
Original comment by mikeg3...@gmail.com
on 15 Nov 2012 at 2:02
Starting on this. Where actor-actor collision takes place is a very important
detail- it cannot happen inside of an actor's update method, unlike static
collisions with the environment. The room must resolve all inter-object
collisions first, though how to do this is a tricky subject.
Original comment by mikeg3...@gmail.com
on 18 Nov 2012 at 7:54
Original comment by mikeg3...@gmail.com
on 17 Dec 2012 at 7:20
Object-object collision has been implemented as a basic reactive system. If an
object ever finds itself overlapping another object, it will cease all movement
towards that object and "bounce" itself in the opposite direction. This looks a
bit jerky (and comical) in practice, and should be refined to something more
elegant.
*The jerkiness may actually be attributed to the current pathfinding
implementation, caused by two actors wanting to check the same node off of
their waypoint list!
Original comment by mikeg3...@gmail.com
on 29 Jan 2013 at 5:11
Converted collision to a predictive, turn-based system. One object will move at
a time, the remaining actors becoming static geometry during its turn. This
looks smooth as eggs, but has one complication that can resolved later on.
Collisions with actors and the world should happen concurrently, not in two
stages. In the current form, colliding with a wall or corner may move an object
into another object. Additionally, I have yet to add a touch method for
DrawableObject, but this can also be done at a later date.
I'm marking this issue as resolved!
Original comment by mikeg3...@gmail.com
on 30 Jan 2013 at 5:09
Original issue reported on code.google.com by
mikeg3...@gmail.com
on 5 Nov 2012 at 7:45