Hi there,
i have a little problem with Blitz3D internal Collisions scripting.
I'm doing a little test to improve my skills, and, well, i need help =)
The basic fact:
graphics3D...
Cam...
Light...
Pivot...
P = sphere (12)
G = cube ()
scale g, 5, .5, 5
entitytype P, TCha
entitytype G, TScen
collisions TChar, TScen, 2, 2
while not keydown(ESC)
Fake-gravity applied at P -.1 on y
...
if keydown(30) then rX# = rX# - .2
if keydown(32) then rX# = rX# +.2
....
TurnEntity g, rX#, 0, rZ#
...
updateworld
renderworld
flip
wend
when the script start, the collisions stops the Sphere on the Cube, but when i make the Cube rotate along X or Z, the sphere pass thru the main Cube.
Am i doing (or missing) something?
any suggestion?
thanks indeed,
JTassinari
-[ http://www.absolute-line.net ] -
i have a little problem with Blitz3D internal Collisions scripting.
I'm doing a little test to improve my skills, and, well, i need help =)
The basic fact:
graphics3D...
Cam...
Light...
Pivot...
P = sphere (12)
G = cube ()
scale g, 5, .5, 5
entitytype P, TCha
entitytype G, TScen
collisions TChar, TScen, 2, 2
while not keydown(ESC)
Fake-gravity applied at P -.1 on y
...
if keydown(30) then rX# = rX# - .2
if keydown(32) then rX# = rX# +.2
....
TurnEntity g, rX#, 0, rZ#
...
updateworld
renderworld
flip
wend
when the script start, the collisions stops the Sphere on the Cube, but when i make the Cube rotate along X or Z, the sphere pass thru the main Cube.
Am i doing (or missing) something?
any suggestion?
thanks indeed,
JTassinari
-[ http://www.absolute-line.net ] -