123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|581|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Blitz -> Blitz3d collisions (again) + bounce physics

Thu, 10 Jun 2010, 08:22
j\\'ordos
Hi! I'm having some problems with the blitz3d built-in collision detection. I have a simple 3D tank maze game. Collisions are defined, Entitytype is setup properly and updateworld is called (once) each loop. The collisions work fine most of the time, but if I move my tank towards a wall and then fire a bullet (sprite) while still moving at the same time I move through the walls! Obviously I don't want this. Is there anything I can do to keep using the blitz collisions so I can keep the sliding?
Here is the setup:


Secondly, is there a way to do simple, pong-like bouncing for the bullets when they hit a wall without keeping track of their angle and velocity myself? (using turnentity or so)

Thanks!

edit: for completeness sake, here is the main loop too:

Fri, 11 Jun 2010, 02:53
Jayenkai
I had SO many issues with 3D collisions that I eventually cheated it.
If your "3D Maze" can be re-represented as a 2D maze, try to keep a 2D copy somewhere in memory, and keep referring back to that.
That way, you can double check if the player's popped his way through a wall, by referring to the 2D version.

.. Maybe that's wrong, but I'm rubbish at 3D!

-=-=-
''Load, Next List!''
Fri, 11 Jun 2010, 08:34
j\\'ordos
That will probably work fine but how do I go about keeping the sliding effect then?