I'm writing a 3D tetris-like game and have a problem.
First, some background:
I need each block in each formation to be a seperate entity. So I have a type for block, and a pivot object that each new formation is parented to when created. That way you can move and rotate entire formations.
The problem is that I need to do block-to-block collision checking. If I try the standard collision routines, the falling formations don't work right because they're colliding against each other. If I disable block-to-block collisions, then there's no way of telling if that block formation hit the blocks already on the bottom. And if I try to do something like
entity type block,0
;do positioning of blocks based on pivot
entitytype block,cBLOCK
;do block collision checking
nothing works!!
I haven't a clue how to proceed.
Any help would be great!
First, some background:
I need each block in each formation to be a seperate entity. So I have a type for block, and a pivot object that each new formation is parented to when created. That way you can move and rotate entire formations.
The problem is that I need to do block-to-block collision checking. If I try the standard collision routines, the falling formations don't work right because they're colliding against each other. If I disable block-to-block collisions, then there's no way of telling if that block formation hit the blocks already on the bottom. And if I try to do something like
entity type block,0
;do positioning of blocks based on pivot
entitytype block,cBLOCK
;do block collision checking
nothing works!!
I haven't a clue how to proceed.
Any help would be great!