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Join Date: Sep 2009
Location: United States
Default 09-12-2010, 05:40 PM

Originally Posted by debussybunny563 View Post

The way my bullet (or reference) is oriented, I have to use in front of and behind, so whatever.

Zooming, you change the viewing angles in the seldom used properties of the camera.

Random recoil, use the random number function and use min and max as your parameters.

For different subparts, just use the same bullet collision function, but in the parameter put the subpart in, and then make a method for each.

Yeah I know, thats how I am going to make my Sniping example. It looks pretty cool so far, I want to know you opinion once I post it.

EDIT: Oh yeah, and the one thing that I have found wrong with this system of detecting is that it is not very accurate, for instance put the torus just a little above or below the penguin, it still makes him flap even though you are not aiming specifically at him, so its not the best for games because of it's inaccuracy. I have done extensive testing on this type of collision in the past (its the kind that I use for my walls as well, it works better as a 2d collision detection), and I found that it is never completely accurate unless the boundary of the object is the exact same size as the root of the object, making the object bigger or smaller will screw up the collision just a little bit, but making a huge difference when it comes to accuracy.

Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ...................
Alice Paint ...........................
Real-Time Clock ..................
Maze Game .........................

Last edited by Dameria; 09-12-2010 at 05:44 PM.
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