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Greg Eckermann



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19th May, 2007 at 22:05:53 -

Well after programming in Flash for awhile I've got a nifty idea what I can do with MMF it terms of collision detection, has anybody ever programed trigonometry vector kind of collisions. I don't mean actual visual vectors like in flash but create and emulate vectors that would allow N like phsyics. I wonder if it's possible? Basicly using little objects as possible and faster coding.

 
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Bibin

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19th May, 2007 at 23:30:56 -

I don't know the answer to your question, but I do have this: The Question Mark ( ? ) is your friend.

 
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Assault Andy

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20th May, 2007 at 03:49:50 -

Yeah you kinda just trailed off without actually asking us to do anything for you .

 
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20th May, 2007 at 04:41:35 -

I don't actually get what your trying to say there Greg...

maybe be more precise or draw us somethin?

 
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Joe.H

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20th May, 2007 at 04:46:08 -

A question was asked:

"I wonder if it's possible?"

Yes, it is possible.

 
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Klikmaster

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20th May, 2007 at 04:48:52 -

I think he means he wants to use maths to do collisions instead of detectors, like have the equasion of a circle to make a circular collision barrier around an object.

 
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Joe.H

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20th May, 2007 at 04:52:45 -

(x-a)² + (y-b)² = r²

That's the equation of a circle.
where (a,b) is the centre of the circle.

Alternatively, just x²+ y² = r² relative to (0,0) of the object.

(if you just want it simply, x=rcos(angle) and y=rsin(angle))

both may help.

Anything else?

 
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BROO



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20th May, 2007 at 06:52:08 -

The person I know managed to do in TGF collisions:
circle-circle
line-circle
line-line
And derived (region-region is just more line-line colls).

And also managed to foresee how much time would it take for objects to collide if you know their start position, velocity, acceleration, angle, angle velocity, angle acceleration.

There is a lot of math, but it isn't as hard as it is boring :---).

 
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axel

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20th May, 2007 at 07:49:04 -

Ahhhh, Joe! Yesterday I had my last math exam for this year, on analytic geometry. And first thing I see when I come on TDC is you talking about the equation of a circle. Argh!

 
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Joe.H

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20th May, 2007 at 10:59:15 -



 
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AndyUK

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20th May, 2007 at 12:59:54 -

Faster coding as in faster to write the code? (or events) or faster to process the code making the game run better?

 
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Greg Eckermann



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20th May, 2007 at 21:36:29 -

[quote]question was asked:

"I wonder if it's possible?"

Yes, it is possible.[/quote]

Thanks, It's not really a real question of if anyone can help me out but more of has anybody thought of this, I know this is just a help forum but I can't seem to find a place to post a topic about this.

 
I don't write with grammer I write with feeling...

BROO



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21st May, 2007 at 00:41:18 -

1. Is this possible?
>> Yes, it is.
2. Has someone though about it?
>> Yes, and made it also. Anyway, I do not have the rights to give this code.

 
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ben mercer

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25th May, 2007 at 18:48:37 -

It is possible yes, but due to MMF's slow looping speed (compared with say, C) it is probably not practical for anything but the most small scale physics engine

Best to just wait it out until vortex's physics extension comes out. Pretty much anything is possible in MMF, but a lot of things quickly become an unacceptabl overhead when you try to implement them into an actual game.

 
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26th May, 2007 at 04:29:53 -

"due to MMF's slow looping speed (compared with say, C)"

Fastloop was invented to help on that case.

 
Old member (~2004-2007).

ben mercer

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1st June, 2007 at 08:04:41 -

Yes, fastlooping is what I meant. It may be called fast looping but if you tried to do this, then your game would slow down once you had a few objects in your game.

 
Stuckboy

JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."

machrider



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3rd June, 2007 at 16:42:13 -

I believe Nobuyuki is working on this exact thing for his belated TK Mascot Compo entry. He's ran into a few problems according to his devlog but I guess you should check it out for yourself, here:

He discusses it in these posts:
http://total-klik.net/devblog_article.asp?id=37#comments
http://total-klik.net/news_article.asp?id=192

Once he completes his game and figures out all this stuff (thats way too complex for me to understand) I guess you can ask him how he did it.




(Edit: For some reason, TDC isn't posting the links correctly. The first one works fine, but you need to remove the space on the second one.)

Image Edited by the Author.

 
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DaVince

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4th June, 2007 at 07:04:42 -

Links containing the words /comments and /news are broken on purpose in TDC, for security reasons. Bit of a stupid way to do it if you ask me (blocking "create-games.com/news" in a link would be better).

 
Old member (~2004-2007).
   

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