Bounce and Rigid? Edit collision behavior?
by William Buser · in Torque X 2D · 04/03/2009 (5:45 pm) · 1 replies
Hi! Our game is looking really good but there are a few glitches that might just be the end of me! We have a character that runs really fast and runs into enemies to kill them. It works 80% of the time without any error, but the rest of the time the player breaks through the platform collisions and falls below. I know of the limitations of 3 sprites colliding at once and it breaking the collision, but that’s not what I’m inquiring about.
What I have discovered is that, collision-wise, is that it never breaks through the platforms’ collisions if the ResolveCollision field set as BounceCollision. The problem is that by setting it to BounceCollision it makes our character act all funky, with unpredictable velocities and angles and the like. Instead we’ve been using RigidCollision as ResolveCollision, where the player works perfectly in every possible away *except* that there is potential for it to fall through the platforms’ collisions.
Sorry for the long post, essentially, I was wondering if anyone could confirm or deny that it’s possible or suggest a work around… we were hoping we could marry the good parts of BounceCollision and the good parts of RigidCollision. From what I understand they are rooted deep in Torque’s source, not that we’d ever want to edit them, but if we wanted to make a custom definition for collision, we could copy the code from the two. Or possibly we could use the BounceCollision and somehow hard code the reactions of the character? I’m open to any ideas… ! Thanks in advance!
What I have discovered is that, collision-wise, is that it never breaks through the platforms’ collisions if the ResolveCollision field set as BounceCollision. The problem is that by setting it to BounceCollision it makes our character act all funky, with unpredictable velocities and angles and the like. Instead we’ve been using RigidCollision as ResolveCollision, where the player works perfectly in every possible away *except* that there is potential for it to fall through the platforms’ collisions.
Sorry for the long post, essentially, I was wondering if anyone could confirm or deny that it’s possible or suggest a work around… we were hoping we could marry the good parts of BounceCollision and the good parts of RigidCollision. From what I understand they are rooted deep in Torque’s source, not that we’d ever want to edit them, but if we wanted to make a custom definition for collision, we could copy the code from the two. Or possibly we could use the BounceCollision and somehow hard code the reactions of the character? I’m open to any ideas… ! Thanks in advance!
Torque Owner William Buser