This was the case for overlapping at offset.
construct-static.com/images/v780/uploads/articleuploadobject/0/images/39604/capture.jpg
In a platformer setting overlap at offset would cover detecting the polygon without needing a ray.
I have no idea why raycasting is even being applied to tarek2s Agar io clone.
You can't make a circle polygon anyway, thus the sorting method using pick closest.
I don't think "los to polygon" is feasible as it would also be cpu intensive.
...unless los is somehow less intensive than raycasting.
The pick closest suggestion is for less than specific question.
The overlapping at offset suggestion is for a specific use case.
You said Doops which I assume meant dop2000 and his use case for blocking objects either along the x, or y axis which is what overlapping at offset was made for.
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No raycasting, or los needed there either.
Overlapping at offset for platforms.
You would filter out the unwanted results into a variable comparison using distance(), and an instance variable with its radius once you have picked closest.
Edit:
This is a completely different topic should you need to figure out more.
You mean like picking the closest object?
This is just semantics. Line of sight denotes point to point.
I can see you, and you can see me.
Point to polygon does not fit that, raycasting does.
Polygon if its a Sprite.
The simplest method would be to use the is overlapping condition.
On touched factory
->cound is overlapping factory(inverted), do foo
The Documentation is free.
Might try reading about Cast ray.
construct.net/en/make-games/manuals/construct-3/behavior-reference/line-of-sight
eka You can do all of that in C3 already. You would just be paying somebody to do the tedious part if you buy that.
Note: If there's a part you don't understand how to do, ask the forum. There are plenty of people willing to at least explain the basics. Buying a template is also a good way to figure out the things you don't know how to do.
You could always use an Iframe with your own html, but getting the return isn't real simple.
Member since 12 Nov, 2008