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DLL Talk / NGC dll--- Collision Detection?

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Sixty Squares
18
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 21st Jun 2006 20:26
Okay, is there a command in Nuclear Glory Collision DLL that detects collision between two objects, and returns the object number?

In other words, is there a command similar to "Object Collision(Object A,Object B)" for Nuclear Glory Collision? IF so, i'd like to know how to use it please.

Thanks.

I doubt you can draw me/60 by hand, so you REALLY can't draw ME/1, can you?
Lost in Thought
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 22nd Jun 2006 12:28
Not really. But you can use CountCollisionsPRO( object ) to get all the collisions for a specified object. And cycle through the feedback indexs to see if your object is in the list. Here is a example snippet:



The free engine I am making (slowly but surely) shows alot more efficient and advanced usage of things like this.
Link to engine:
http://forum.thegamecreators.com/?m=forum_view&t=76403&b=8

Sixty Squares
18
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 22nd Jun 2006 16:25
Thanks, that helps. But I've been wondering...

What's a "0 based cindex" or "collision index"?

I don't get it at all. Oh, and I think I played with your engine once... (It's the one with the yellow doors that say 'Slidng Door' and such, right?) It was nice! Look forward to seeing it done.

Oh, and I'm open to more sugguestions and answers to my question.

Thanks.

I doubt you can draw me/60 by hand, so you REALLY can't draw ME/1, can you?
Lost in Thought
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 22nd Jun 2006 22:15
Well the cindex is the internal index that NGC saves for each collision with any object. Say if your object hit 12 different points (some may be on the same object as it is polygon collision), the cindexs (or collision index) to store each collision feedback will be 0 to 11. So you use CountCollisionsPRO to see how many collisions you have and then use a for next loop to check them to see what object or type it hit. Then you can use the other feedback commands to get stuff like collision normal info and such.

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