attached to the bottom of this post is a snippet demonstrating the basics for a bounding box for each primtive in DBP.
Is there a way to turn off one of the bounding boxes so its less collision poly heavy?
I notice in DBP now if you hide an object its collision bounding boxes are hidden as well.
I think this means I dont have to push my model under the ground to simulate a fast death, hide object alleviates these older problems in classic i think.
sync on : sync rate 60
set text font "arial"
set text size 14
make object sphere 1,1
position object 1,0,0,0
rotate object 1,45,45,45
show object bounds 1
make object cone 2,1
position object 2,2,0,0
rotate object 2,45,45,45
show object bounds 2
make object cube 3,1
position object 3,-2,0,0
rotate object 3,45,45,45
show object bounds 3
make object cylinder 4,1
position object 4,4,0,0
rotate object 4,45,45,45
show object bounds 4
make object plain 5,1,1
position object 5,-4,0,0
rotate object 5,45,45,45
show object bounds 5
rem if you hide an object the bounds are hidden also
`hide object 1
position camera 0,0,-6
point camera 0,0,0
disable escapekey
while escapekey()=0
r# = wrapvalue(r# + 0.3)
for i = 1 to 5
rotate object i,r#,r#,r#
next i
if upkey()=1 then cf#=10
if downkey()=1 then cf#=-10
cx#=wrapvalue(cx#+mousemovey()*0.5)
cy#=wrapvalue(cy#+mousemovex()*0.5)
if cx#<=290 and cx#>180 then cx#=290
if cx#>=70 and cx#<=180 then cx#=70
acx#=curveangle(cx#,acx#,2.1)
acy#=curveangle(cy#,acy#,2.1)
rotate camera acx#,acy#,0
acf#=curvevalue(cf#,acf#,20)
move camera acf#
cf#=0
center text screen width()/2,1,"bounding box example"
sync
endwhile
for i = 1 to 5
if object exist(i) = 1
delete object i
endif
next i
end
anyone tinker with them?