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Collision systems WIN

Posted: Sun Sep 19, 2010 5:40 pm
by Lin
YESH MY MOVEMENT SYSTEM WORKS! KINEMATICS AND COLLISIONS BABY!

Sorry, it's been a long time coming, and don't have anybody else to say it to. Anybody else have any collision system experiences they'd like to share?

Re: Collision systems WIN

Posted: Mon Sep 20, 2010 4:36 am
by relminator
Nice!

Is that 2d or 3d?

Just a week ago I helped someone with his collisions for a 3d DS kart game. We used line + vector projection. My current game (a space shooter) uses a simple AABB (Though it may change to SAT for bosses).

I have implemented SAT in 20.12 fixed point but I'm having problems with MTV response. Maybe some conversion error since it perfectly works in floating point.

http://rel.betterwebber.com/junk.php?id=109

For simple kinematics, you could abuse the GL stack to do relative movements and rotations.

Re: Collision systems WIN

Posted: Mon Sep 20, 2010 8:30 pm
by Lin
It's a 2D system. I guess it uses AABB although I had forgotten that term. It's just been "my boxes" for the past few months. :) And I guess I have representations of mass and force that I use just a little bit, so it's not purely kinematics.

I'm using floats. Why did you use fixed point numbers in the past?

Re: Collision systems WIN

Posted: Tue Sep 21, 2010 12:53 am
by relminator
I use devkitARM for DS coding and the DS has no FPU. I reckon you are coding for WII or PSP?

Re: Collision systems WIN

Posted: Tue Sep 21, 2010 8:51 pm
by Izhido
True, but remember, even if there is no hardware FPU support, gcc provides you with a software implementation of it... slow, of course, but quite effective.

Re: Collision systems WIN

Posted: Tue Sep 21, 2010 9:32 pm
by Lin
You're shitting me, the DS CPU doesn't have a floating point unit? Crazy as a snake's armpit.

Oh, and yes, this is on the Wii.