Alice Community  

Go Back   Alice Community > Alice 2 > Works-In-Progress

Reply
 
Thread Tools Display Modes
Old
x2495iiii
Super Moderator
 
x2495iiii's Avatar
 
Status: Offline
Posts: 3,508
Join Date: Dec 2008
Location: Somewhere in the Continental U.S.
Default 12-13-2009, 09:08 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.


(')>
   
Reply With Quote
Old
Dameria
Senior Member
 
Dameria's Avatar
 
Status: Offline
Posts: 978
Join Date: Sep 2009
Location: United States
Default 12-13-2009, 09:09 PM

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


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301
   
Reply With Quote
Old
x2495iiii
Super Moderator
 
x2495iiii's Avatar
 
Status: Offline
Posts: 3,508
Join Date: Dec 2008
Location: Somewhere in the Continental U.S.
Default 12-13-2009, 09:15 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.


(')>
   
Reply With Quote
Old
Delpenator
Guest
 
Status:
Posts: n/a
Default 12-13-2009, 09:22 PM

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.
Attached Files
File Type: a2w collision detection.a2w (421.6 KB, 25 views)
   
Reply With Quote
Old
Dameria
Senior Member
 
Dameria's Avatar
 
Status: Offline
Posts: 978
Join Date: Sep 2009
Location: United States
Default 12-13-2009, 09:27 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.


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301
   
Reply With Quote
Old
reuben2011
Senior Member
 
reuben2011's Avatar
 
Status: Offline
Posts: 489
Join Date: Sep 2009
Location: Hawaii
Default 12-29-2009, 02:29 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.
   
Reply With Quote
Old
Veryuhbull
Guest
 
Status:
Posts: n/a
Default 01-27-2010, 09:14 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.
   
Reply With Quote
Old
Zack Strife
Senior Member
 
Zack Strife's Avatar
 
Status: Offline
Posts: 133
Join Date: Dec 2009
Location: U.S.
Default 02-06-2010, 05:50 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.


ファイナルファンターVII
   
Reply With Quote
Old
Niteshifter
Guest
 
Status:
Posts: n/a
Default 02-15-2010, 02:00 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.
   
Reply With Quote
Old
jediaction
Senior Member
 
jediaction's Avatar
 
Status: Offline
Posts: 5,064
Join Date: Jul 2009
Location: Bel Air, Maryland
Default 02-15-2010, 10:01 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


Website: www.salokingames.com
FaceBook: www.facebook.com/SalokinGames
   
Reply With Quote
Reply

Tags
collision detection

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Copyright ©2020, Carnegie Mellon University
Alice 2.x 1999-2012, Alice 3.x 2008-2012, Carnegie Mellon University. All rights reserved.