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Postby fzammetti » Sep 25, 2003 @ 11:18pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Kzinti » Sep 25, 2003 @ 11:30pm

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Postby fzammetti » Sep 25, 2003 @ 11:36pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Kzinti » Sep 25, 2003 @ 11:45pm

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Postby fzammetti » Sep 25, 2003 @ 11:59pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Kzinti » Sep 26, 2003 @ 1:01am

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Postby fzammetti » Sep 26, 2003 @ 1:12am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby mlepage » Sep 26, 2003 @ 1:50am

There are really several concepts at work here.

The first is the physical rigid body, with position, velocity, acceleration, mass, center of mass, etc. Your collision response will be based on these physical properties. For example, if a force is applied in a direction, the object will spin a certain way depending on its center of mass, not on its shape.

The second is the model. This is the physical shape of the object. The physical properties such as mass and position have no bearing on this. This model is used for collision detection.

The third is the graphics and animation. Again, this is another concept entirely. For example, I can run my game with the physics and models, but without the graphics. And I don't mean they merely aren't drawn; they aren't even loaded.

When you use the graphics image for the model (e.g. pixel by pixel collision detection) you are merging those two concepts into one. When you put all this and the physical properties into a sprite class, you are putting all the concepts into one. I prefer to keep them separate.

Let's look at Quake as an example. The entity is the physical object, and governs collision response. The model is the shape, but only for rendering, not for collision detection. For collision detection, it actually only uses the bounding box around the model and entity. For graphics, the 3D model specifies textures for each face. Some, e.g. in the world, can animate.
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Postby fzammetti » Sep 26, 2003 @ 2:10am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Presto » Sep 26, 2003 @ 3:52am

Here a pixel perfect collision sample for PF!

http://www.omnytex.com/pf/fileexchange/ ... _Test2.zip

I get about 45 fps on my Axim 300MHz, so it's quite fast... and it's Pixel Perfect. :)

Controls:
A - stops the asteroid from moving
B - starts the asteroid moving
C - stops the ship from moving
D-Pad - accellerates the ship

Tapping the screen exits the app.

-John

[edit] Changed the link and added the C-button [/edit]
Last edited by Presto on Sep 26, 2003 @ 1:32pm, edited 1 time in total.
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Postby mlepage » Sep 26, 2003 @ 5:25am

www.scalenesoftware.com
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Postby fzammetti » Sep 26, 2003 @ 5:37am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby drgoldie » Sep 26, 2003 @ 6:59am

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Postby Johan » Sep 26, 2003 @ 7:25am

Johan Sanneblad, M.Sc, Ph.D
GapiDraw Systems Architect
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Postby Johan » Sep 26, 2003 @ 7:35am

Johan Sanneblad, M.Sc, Ph.D
GapiDraw Systems Architect
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