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Silveraura

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31st March, 2006 at 00:15:14 -

Hey all, I'm looking for help on a 360 engine that resembles the "Race Car Movement" thatís built into TGF/MMF, but my biggest issue at this point is getting collisions between the object and the actual wall, correctly. I need it to be able to collide with walls of various and random angles, no straight lines, and no right angles limitations. I have the basic 360 movement down, but I cant for what ever reason, seem to get a smooth collision where you can hit slightly, and not bounce, but if you hit hard enough, you bounce away a short distance.

Anyone think they'd be able to help? I'll upload what I have so far (working 360 movement) if anyone wants to check it out, fully commented. Thanks.

 
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Knudde (Shab)

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31st March, 2006 at 01:01:35 -

Snerlin had pack of tutorials that included a 360 one, you might check with him.

 
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31st March, 2006 at 01:12:58 -

360 movement would be newX = X + cos(angle) * speed ; newY = Y + sin(angle) * speed

where left and right rotate the angle forward increases speed and back decreases speed. and the speed would be in pixels.(speed=1 move 1 pixel in the direction of the angle, speed=2 move 2 pixel in the direction of the angle, and so on)
ive never implemented it in tgf or mmf so i dont know if you can just use that (i dont know what they use, radians or angles). i use that in my games programmed in Basic.

 
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noPE

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31st March, 2006 at 01:17:33 -

um...does that ammuse you phizzy?

 
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noPE

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31st March, 2006 at 01:20:26 -

oh i see. yes. lol sorry. i did mean degrees

 
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noPE

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31st March, 2006 at 02:01:44 -

nevermind. i was disproving you but i read your comment wrong.

but just so YOU know. you can calculate it either way. you just convert back to whatever your preference is with the
radians = degrees * (180/pi)

Image Edited by the Author.

 
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31st March, 2006 at 08:37:38 -

http://www.jracademy.com/~mbasteaf/CyberPhysics/studies/reflection.htm

 
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31st March, 2006 at 12:55:53 -

I asked the exact same question a couple of months ago, and noone was willing to help. Bastard TDC:ers.

 
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Silveraura

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31st March, 2006 at 13:26:40 -

I already know how to do the 360 movement itself, as I have already said in my post (read past the title of my post!) I need to know how to do collisions not the actual 360 movement. I'm talking about a real collision, where the fast you hit the wall, the more force you get tossed back, and the hit that resembles reflection, in the since that when you hit the wall going north east, you donít suddenly go south west, you go north west, unlike TGF/MMF's bounce movement.

Edit: I'll upload what I have so far, once I'm back on my computer (posting from school.)

Image Edited by the Author.

 
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Peblo

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31st March, 2006 at 15:57:46 -

That is assuming you want to give an angle value to every obstacle. Or you can use raw data stored in an array (endpoints of wall), some stuff with tangent*-1, and run a fastloop to check your current position with wall data.

Axel: There you go, I guess?

 
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31st March, 2006 at 16:42:47 -

kiss me im irish =P (but not really so dont)

 
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31st March, 2006 at 18:45:19 -

What?

 
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31st March, 2006 at 23:49:51 -

Well, yeah, but I'm not in trig, I'm in Algebra I. I'm allowed to make mistakes.

 
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noPE

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1st April, 2006 at 00:09:46 -

phizzy your talking about inverse tangent right? not tangent raised to the -1 power. some people might get confused if they arent accustomed to trig.

 
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noPE

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1st April, 2006 at 00:18:23 -

exaclty. inverse tan is arctan. or tan^-1. just making sure so other people dont get confused.

 
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