1.1.3 Collision Warping
by Clint Herron · in Torque Game Builder · 12/20/2006 (12:47 pm) · 2 replies
I noticed many problems in the collision system in TGB 1.1.2, and so I reluctantly upgraded to 1.1.3 (reluctant to move, because that limits me to Windows). However, I noticed that fixed all of my collision problems save one.
I have created a small test project to showcase the problem.
Download the sample test case.
Basically, I have created a pseudo-isometric style game that uses bitmaps for the backgrounds and have placed walls on the level using T2DSceneObjects with collision turned on in order to be invisible walls that I can match up to my bitmap (in the example I posted, the walls are sprites, but the behavior is the same).
If your wall is too thin, and you run into it from the bottom, it will pop you up through the wall to the upper-right corner of the box. However, this usually only happens if you run into the box from the bottom, though I have seen it happen from one of the sides before as well. This problem is exacerbated if you have corners, and the only solution I've found is just to make the walls thicker (though this causes a problem in my game, where sometimes the walls need to be more than 36 units thick to prevent teleportation!).
Also, I have AI in my game, and it if one of them runs into me while I'm up against the bottom of one of my thick walls, he can still push me into the wall and I will teleport through it (even though I made it thick enough so that my character can't walk through the wall normally).
If it happened on all sides of the barriers, I would think it's my own problem, but since it only happens on one side, I'm taking a guess and saying that it's likely a bug in Torque. However, if it's just me that's doing something wrong, I would really appreciate a kick in the right direction.
Thanks!
Respectfully,
clint
I have created a small test project to showcase the problem.
Download the sample test case.
Basically, I have created a pseudo-isometric style game that uses bitmaps for the backgrounds and have placed walls on the level using T2DSceneObjects with collision turned on in order to be invisible walls that I can match up to my bitmap (in the example I posted, the walls are sprites, but the behavior is the same).
If your wall is too thin, and you run into it from the bottom, it will pop you up through the wall to the upper-right corner of the box. However, this usually only happens if you run into the box from the bottom, though I have seen it happen from one of the sides before as well. This problem is exacerbated if you have corners, and the only solution I've found is just to make the walls thicker (though this causes a problem in my game, where sometimes the walls need to be more than 36 units thick to prevent teleportation!).
Also, I have AI in my game, and it if one of them runs into me while I'm up against the bottom of one of my thick walls, he can still push me into the wall and I will teleport through it (even though I made it thick enough so that my character can't walk through the wall normally).
If it happened on all sides of the barriers, I would think it's my own problem, but since it only happens on one side, I'm taking a guess and saying that it's likely a bug in Torque. However, if it's just me that's doing something wrong, I would really appreciate a kick in the right direction.
Thanks!
Respectfully,
clint
About the author
#2
The main problem with 1.1.2 is that my characters "stick" to the walls when they collide with them, and they have to walk off of a corner of the obstacle in order to break free.
Thanks for the reply!
--clint
12/21/2006 (6:52 am)
Our team uses Mac and Windows for development.The main problem with 1.1.2 is that my characters "stick" to the walls when they collide with them, and they have to walk off of a corner of the obstacle in order to break free.
Thanks for the reply!
--clint
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