Animmaniac's Forum Posts

  • cacotigon

    1. For most cases yes, but for this one specifically it has different picking behaviors. Take a look at this example:

    Family Trick Example 01

    2. Yes, if you need to check a whole family with different objects in it. I was just addressing ChrisAlgoo's doubts of how to check collision on two instances of the same type.

    3. I think performance would be almost the same on both approaches. If you check separately every object type of a family against an entire family, or check an entire family against itself you would be performing the same amount of collision checks, just spreading the same computing job over more events.

    I would say that if all objects behave the same when colliding with themselves the "family vs family" approach is more convenient. However if they behave differently, by doing "object vs family" you can spare a lot of collision checks if not all object types will be affected by the actions.

  • I normally use the family trick:

    <img src="https://dl.dropboxusercontent.com/u/7871870/construct/family-trick-01.png" border="0" />

    You just add the object to a family and check for collision between the object and the family. Then referencing the object will pick the first instance and referencing the family the other.

    The only inelegant part is the cases where you need to create a family for this sole purpose, but I guess it's not a big deal.

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  • It's a textured lowpoly 3D model.

  • Ashley

    When using tile based levels I often use an array to define obstacles, so it would be handy to easily import the preexisting array instead of generate it again.

    It would also make easier to define our own generation map algorithms without depending on objects placed on the layout.

    It's a speculation from my part, but I guess that the algorithm to calculate the obstacle map from polygonal, unaligned, rotated objects, that tracks partially covered cells, can be a lot more costly than manipulating the array directly. So maybe it's possible to have a world that updates much more frequently without impacting so much on performance.

    Anyway, an integrated way to communicate with the array object would be useful. Of course if direct cell manipulation is added you can iterate through the array and update every cell like SketchyLogic said, but an JSON load would be pretty handy.

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  • Hey Ashley, would be possible to add a "Load JSON Array as Obstacle Map"?

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