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Originally Posted by Stefan
Would be interesting to see that script
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Okay. I attached it to this post.
As a sidenote: It would be nice if there were an event that triggers on the clientside when the board is updated (if there isn't already - I'm a little out of the loop). Since my script just scans the level once when the player enters, it can't deal with changes like when somebody picks up a bush.
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We plan to soon add an automatic movement and collision system for showimgs for making client-side games
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Hm, sounds like a good idea. If it were my decision, I think I'd just add a single function that takes two images and their positions and tells the script whether or not they intersect. Then it'd be pretty easy to work into minigames, but it would also be flexible enough to use for other applications (like, if you want to check a possible collision without actually drawing an image).
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For serverside it could be interesting to add more shape modes for the setshape command (circle, oval, centered box) and make a function for knowing with which objects the npc/player collides if moved along a specified vector, with options for which objects should be handled (only npcs, only players, only tiles etc.) and returning the impact position, the distance the npc moved, and eventually the collision normal or reflection vector
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That sounds pretty good. Maybe also some way to define the shape and rotation of the player?
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It is using the polygons of the objects and is handled by engine. It is taking the polygons of the player and the velocity, and is colliding it against near objects, getting the polygon that touches the thing and the distance
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Hm, that raises an interesting point. Does G3D use varying LOD meshes? If there were a simpler mesh used purely for collision, it'd probably make things a little faster.
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We will need to change that sometime, to use better collision libraries and make the player movement completely scripted.
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Yeah, sounds like a pretty significant improvement. I had a rough design for a G3D playerworld, but it wouldn't work unless I had a large amount of control over the player's movement.
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Originally Posted by Googi
Would it work online?
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My vector thing? Yeah, I guess. But it's not very useful in its current state.