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SetCollisionDetection(CIRCLE) bugs? (1.1b1.1)

by Scott Lahteine · in Torque Game Builder · 03/03/2006 (5:10 am) · 1 replies

My game uses a mixture of collision detection methods and it's causing a bit of mayhem. Some objects have collision polygons (FULL mode) and some are perfectly round, so use only the CIRCLE detection method. Apparently this is a bad mix, because the CIRCLE items often plop right into - and through - the FULL items.

In fact, the CIRCLE items commonly jump right off the screen beyond the worldLimits!

So, is this by design? Or is this a bug in the way CIRCLE detection is handled versus FULL detection?

The only workaround I've found is to make everything use FULL mode.

#1
03/04/2006 (8:19 am)
CIRCLE mode collisions are buggy...in fact, even FULL is in some cases buggy (especially against tilemaps) due to the fact that FULL does both circle, and then compares it to FULL.

Melv is coming to town this week, and I have a meeting with him to iron out (and more importantly, reproduce!) a few different scenarios so that he can get zeroed in on some final bugs.

Personally, I've found POLY (especially without a custom poly collision list) to be the most consistent currently, but as I said, physics are getting yet another scan this coming week.