iteam - Ready to Go?

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iteam - Ready to Go?

Postby adamorjames on Thu Apr 16, 2009 8:58 pm

KIAaze and I have been discussing just recently what collision detection iteam should use. We have came up with the thought that iteam should use only bounding-box for characters and moving stuff. It is faster, simpler and used more often than polygons. There is an interesting site, http://www.30daygame.com/ , where they are making a game in 30 days. They are using the bounding-box method and they are using two layers for terrain detection. Both of these ideas are simple and are known to work.

Now I will wait for opinions and hopefully a quick and painless decision.
Last edited by adamorjames on Sat Apr 18, 2009 6:36 pm, edited 3 times in total.
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Re: iteam - Ready to Go?

Postby KIAaze on Thu Apr 16, 2009 9:09 pm

I agree with this.

Alternate collision systems can always be implemented later.

For the physics, we can either use Chipmunk (this will require the creation of a box-texture collision function to be used by chipmunk) or the old physics engine which worked well enough (also requires the creation of a box-texture collision function).

Rotation/scaling won't be a problem for boxes.
The destructible terrain doesn't need to be scaled/rotated, so no problem here.

Note: box-texture collision is not a big problem. The problem is making the chipmunk engine use the function, but I think it's doable.

Note2: We don't need a second terrain layer because of the alpha value stored in the image. ;)
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