Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you are already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
"Regular" Collisions instead of U3D ones
Topic Started: May 28 2009, 02:14 PM (287 Views)
C_Z
Newbie
[ * ]
I'm trying to make a simple platform engine which for now I just want to have blocks and a character.

The problem is, I'm really not sure how to apply the U3D collisions to this (Although this sounds newbish) considering I'm used to the "Regular" collisions GM uses (Check X/Y with the collision functions and then check Z compared to the block's Z).

Can anyone point me in the right direction (As in, being able to use these regular functions with U3D or an explanation of how to use U3D's in this manner)? I've read the Spherical collision, ray tracing and such sections in the manual, but I'm still not sure...
Offline Profile Quote Post Goto Top
 
Reikyrr
Forum God
[ *  *  *  *  *  * ]
There are various example available, from raytracing to small game engines were you can jump around climb ladders and such.
~Inspirational quote~
Offline Profile Quote Post Goto Top
 
C_Z
Newbie
[ * ]
I've saw those, however those have massive code blocks which although I've tried to understand in their current forms I can't.

On top of that it seems rather pointless if I don't understand the code but use it.

Anyway, the question remains:

Can I use "Regular" GM collisions while using U3D to do other things (Mainly load .an8 files)?
Offline Profile Quote Post Goto Top
 
zeo
I like turtles.
[ *  *  *  *  * ]
Yes, yes you can.
49 46 20 59 4F 55 20 43 41 4E 20 52 45 41 44 20 54 48 49 53 20 59 4F 55 20 52 45 41 4C 4C 59 20 4E 45 45 44 20 54 4F 20 47 45 54 20 4C 41 49 44 3A 29
recur-recur-recur-recur-recursion-sion-sion-sion-STACK OVERFLOW
Offline Profile Quote Post Goto Top
 
C_Z
Newbie
[ * ]
Alright, thanks for the answer.

I guess I'll continue with my older engine just using U3D for models. The .an8 feature makes life so much easier.
Offline Profile Quote Post Goto Top
 
Despellanion
Member Avatar
Forum God
[ *  *  *  *  *  * ]
C_Z
May 28 2009, 03:31 PM
Alright, thanks for the answer.

I guess I'll continue with my older engine just using U3D for models. The .an8 feature makes life so much easier.
Make a 10x10 unit cube in 3d and make a 10x10 unit block sprite in GM's sprite editor, apply it to that object and set it to solid and you have yourself a GM collision function for U3D. Just so you know, U3D's collision system is much more precise, faster and efficient than GM's collision system.
Edited by Despellanion, May 28 2009, 06:32 PM.
Offline Profile Quote Post Goto Top
 
C_Z
Newbie
[ * ]
Problem for me is applying the U3D collision system to a platformer. It shouldn't be hard, but for some reason it just doesn't want to work.
Offline Profile Quote Post Goto Top
 
« Previous Topic · Questions about Ultimate 3D · Next Topic »
Add Reply