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Posted

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?

Posted

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

Posted
rofl

_UU___UU__SSSSS____AAA____UU___UU__SSSSS____AAA___

_UU___UU_SS_______AAAAA___UU___UU_SS_______AAAAA__

_UU___UU__SSSSS__AA___AA__UU___UU__SSSSS__AA___AA_

_UU___UU______SS_AAAAAAA__UU___UU______SS_AAAAAAA_

__UUUUU___SSSSS_AA____AA___UUUUU___SSSSS_AA____AA

J.C. Dento> prime example of why america will never be a world super power.

Moscato> d1 is mad he will never have a job outside subspace

I can't see this because I turned signatures off. ps VT

Posted
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.
" 'Good' is merely a point of view. " -Palpatine, Supreme Emperor of the Galactic Empire and Dark Lord of the Sith
Posted
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 smile.gif ^^

-Trained

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Mom> nothing worse than. "Killed by Mom" popping up

 

Purge is teh bestest person in teh interwebs

Posted
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?

Posted

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

Posted
Also explaining why a 2x2 or greater decoy will easily p!@#$%^&* through a 1 tile wide passageway.
" 'Good' is merely a point of view. " -Palpatine, Supreme Emperor of the Galactic Empire and Dark Lord of the Sith
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