how could i go about detecting a collision, but without having any slide, stop, etc. output?
collision detection without response?
Blitz3D Forums/Blitz3D Beginners Area/collision detection without response? Use proxy meshes for collisions.
You have to know about collision they work this way:
positionentity e,x,y,z actually positions it there.
Updateworld() will do the collision checks and if neccessary it will move the entity back to the collision location.
So you can:
positionentity
store xyz of entity
updateworld
check for collision
reposition entity at the stored xyz
reset entity collision state
To reset the entity you may use ResetEntity, or you can also HideENtity and show it again, this will reset the collsion too (therefor, collsion with hidden entities does not work , at least AFAIK)
positionentity e,x,y,z actually positions it there.
Updateworld() will do the collision checks and if neccessary it will move the entity back to the collision location.
So you can:
positionentity
store xyz of entity
updateworld
check for collision
reposition entity at the stored xyz
reset entity collision state
To reset the entity you may use ResetEntity, or you can also HideENtity and show it again, this will reset the collsion too (therefor, collsion with hidden entities does not work , at least AFAIK)
chwaga,
Check out the Meshintersect command too, Im using that to great effect currently, although only in small doses.
IPete2.
Check out the Meshintersect command too, Im using that to great effect currently, although only in small doses.
IPete2.
yeah, I was thinking of using meshintersect, though if i use it too much, it'll bog down lower quality computers
Use MeshesIntersect on a hidden, low-poly proxy mesh?