pyxlz Posted December 22, 2003 Report Posted December 22, 2003 Does anyone know how collision detection detection in Continuum was implemented, specifically in regards to object-map collisions (like bullet-wall), but also object-bject (bullet-player)? Perhaps a better question is what are everyones' thoughts as to how collision detection should be implemented? Quad-tree, sparse-matrix, full-matrix w/ time steps, line drawing, anything else?
Yupa Posted December 22, 2003 Report Posted December 22, 2003 it's my understanding that when your ship "collides" with a "wall" it is detected by a large pink rabbit using the alias "PriitK" the rabbit instantaneously types ":(insertyourname):*collide (insertdirection)" and thus you bounce off a wall
Aileron Posted December 25, 2003 Report Posted December 25, 2003 Well, bullet-player and bomb player work as such: There is a dot matrix with all objects being counted as one pixel behind the scenes, and a collision is detected when the distance between the ship and the bullet equals the ship radius. Same thing with bombs, except with prox.
Trained Posted December 25, 2003 Report Posted December 25, 2003 it's my understanding that when your ship "collides" with a "wall" it is detected by a large pink rabbit using the alias "PriitK" the rabbit instantaneously types ":(insertyourname):*collide (insertdirection)" and thus you bounce off a wall^^I had a dream about that. Me and akai are twins ^^
pyxlz Posted December 25, 2003 Author Report Posted December 25, 2003 Well, bullet-player and bomb player work as such: There is a dot matrix with all objects being counted as one pixel behind the scenes, and a collision is detected when the distance between the ship and the bullet equals the ship radius. Same thing with bombs, except with prox.Are you sure that it uses bounding sphere as opposed to bounding box collision? It's actually not really crucial which method is used. I suppose my initial question was poorly phrased. Do you think that, however the collision detection is being checked, it is checked every frame? I would guess/hope that there is better data organization, which would allow for a much more scalable system and a general performance boost (then again, maybe that's why there were relatively small arena limits in the original subspace?) The question then is, what kind of data organization/structure does continuum use for managing collidable objects?
Snrrrub Posted December 26, 2003 Report Posted December 26, 2003 It uses bounding boxes for ships and all weapons are treated as point objects (which is why you can see decoys going halfway through the wall before bouncing). Yes, collisions are checked every frame. Without giving specific numbers, I'll say that objects near the viewport are checked more than objects further away from the viewport. Data structure: flat array. Cheers,Snrrrub
Aileron Posted December 28, 2003 Report Posted December 28, 2003 Also explaining why a 2x2 or greater decoy will easily p!@#$%^&* through a 1 tile wide passageway.
»nintendo64 Posted December 29, 2003 Report Posted December 29, 2003 Do not ruin this topic -nintendo64
mister manners Posted January 3, 2004 Report Posted January 3, 2004 well, mabe a decoy is just smaller for a reason
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