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x2495iiii
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Default 12-13-2009, 08:08 PM

I'd be interested in someone else's attempt at collision detection as well. Bouncing ideas off of other people always leads to the best solutions.


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Dameria
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Default 12-13-2009, 08:09 PM

So you would like to see someone else try to make a collision detection method then?


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301
   
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x2495iiii
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Default 12-13-2009, 08:15 PM

Sorry for being vague, by "someone else," I meant you.

I'd like to see your attempt at making a simple, multi-object collision detection to see what I can learn from it.


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Delpenator
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Default 12-13-2009, 08:22 PM

Here is all i understand of collision detection. The beach house doesn't work that well, but thats because it's on stilts.

EDIT: Actually thought you meant someone else. Anyway this is the simplest form of collision detection and all i know.
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File Type: a2w collision detection.a2w (421.6 KB, 25 views)
   
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Dameria
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Default 12-13-2009, 08:27 PM

I guess that does solve the problem, but I noticed that I can still go through the building if I move sideways to it, I don't know why. I don't know, I might not make the program. I only make programs when I get excited about it, but I have already made a collision detection, I want to do something new.


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301
   
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reuben2011
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Default 12-29-2009, 01:29 AM

I've made a multi-object collision detection for one of my games. I put all the objects that I didn't want the user to collide with in a list, and used a "for all together" which checked if the user was within [object from list]'s width. It was not perfect but it worked fine. The game is "fun ball game" or something like that, you can search the forum for it.
   
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Veryuhbull
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Default 01-27-2010, 08:14 PM

I posted a world of mine in a thread called collision detection in the share worlds forum. I am trying to make a buffer detection program that uses passive and active commands.
   
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Zack Strife
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Default 02-06-2010, 04:50 PM

I also have my own C.D. Method in share worlds if you want to check it out it works best for small or round objects, I will make one for a wall or building too.


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Niteshifter
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Default 02-15-2010, 01:00 AM

I actually had a fairly hard time trying to figure out how it worked, but I found out how it works.

Each movement is a completely seperate collision detection method and it checks to see if the object is within the cube's spacial area, despite what the code says (which is why I had a bit of a time trying to figure it out).

It can easily be broken if you adjust the size of the cube, but it can just as easily be fixed. I'd say that this is a promising detection function and I'd like to see it be used with multiple objects as well.
   
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jediaction
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Default 02-15-2010, 09:01 AM

I found a really nice way how to do collisions and im using it for my Hero's game. Its only for buildings though. Circle buildings work better but square is cool


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