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-   -   Collision Detection! (http://www.alice.org/community/showthread.php?t=3491)

x2495iiii 12-13-2009 08:08 PM

I'd be interested in someone else's attempt at collision detection as well. Bouncing ideas off of other people always leads to the best solutions.

Dameria 12-13-2009 08:09 PM

So you would like to see someone else try to make a collision detection method then?

x2495iiii 12-13-2009 08:15 PM

Sorry for being vague, by "someone else," I meant you.

I'd like to see your attempt at making a simple, multi-object collision detection to see what I can learn from it.

Delpenator 12-13-2009 08:22 PM

1 Attachment(s)
Here is all i understand of collision detection. The beach house doesn't work that well, but thats because it's on stilts.

EDIT: Actually thought you meant someone else. Anyway this is the simplest form of collision detection and all i know.

Dameria 12-13-2009 08:27 PM

I guess that does solve the problem, but I noticed that I can still go through the building if I move sideways to it, I don't know why. I don't know, I might not make the program. I only make programs when I get excited about it, but I have already made a collision detection, I want to do something new.

reuben2011 12-29-2009 01:29 AM

I've made a multi-object collision detection for one of my games. I put all the objects that I didn't want the user to collide with in a list, and used a "for all together" which checked if the user was within [object from list]'s width. It was not perfect but it worked fine. The game is "fun ball game" or something like that, you can search the forum for it.

Veryuhbull 01-27-2010 08:14 PM

I posted a world of mine in a thread called collision detection in the share worlds forum. I am trying to make a buffer detection program that uses passive and active commands.

Zack Strife 02-06-2010 04:50 PM

I also have my own C.D. Method in share worlds if you want to check it out it works best for small or round objects, I will make one for a wall or building too.

Niteshifter 02-15-2010 01:00 AM

I actually had a fairly hard time trying to figure out how it worked, but I found out how it works.

Each movement is a completely seperate collision detection method and it checks to see if the object is within the cube's spacial area, despite what the code says (which is why I had a bit of a time trying to figure it out).

It can easily be broken if you adjust the size of the cube, but it can just as easily be fixed. I'd say that this is a promising detection function and I'd like to see it be used with multiple objects as well.

jediaction 02-15-2010 09:01 AM

I found a really nice way how to do collisions and im using it for my Hero's game. Its only for buildings though. Circle buildings work better but square is cool


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