Please involve rolling circles!vrld wrote:There will be a tutorial featuring how to write a simple game using HardonCollider soon.
Simple, lightweight, general purpose collision detection
- TechnoCat
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Re: Simple, lightweight, general purpose collision detection
Re: Simple, lightweight, general purpose collision detection
Changes!
- I finished writing up Part 0 and Part 1 of the tutorial. It involves no rolling circles though.
- There are now point-in-shape and ray-intersection tests.
- Tweaks for huge (or mediocre) performance gains
- Point Shapes
- Part 2 of the tutorial
- Part 3 of the tutorial
- Something else? (Any feature you wish for?)
- TechnoCat
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Re: Simple, lightweight, general purpose collision detection
Rolling circles!vrld wrote:
- Something else? (Any feature you wish for?)
Re: Simple, lightweight, general purpose collision detection
Note: for love compiled with luajit2, the pure lua implementation actually will be faster than using C++ because it is expensive to cross lua/C++ boundary.Robin wrote:It would probably make the most sense to make it Lua-only, because more lovers are familiar with Lua than with C++ and more importantly, if we do use C++ and want to gain any traction, it would have to be included in the LÖVE core, and I don't know how the devs feel about that. If they do want to include it, the heavy stuff and inner loops could probably be done in C++.kikito wrote:Maybe it's a little early to ask this, but - will it be Lua & C++, or Lua-only?
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples
Re: Simple, lightweight, general purpose collision detection
Welcome to the future:
HardonCollider now has point shapes (useful for (slow) bullets and stuff)
I've also fixed this bug and another bug with collisions between circles.
HardonCollider now has point shapes (useful for (slow) bullets and stuff)
I've also fixed this bug and another bug with collisions between circles.
I can offer you one rolling (and bouncing) circle:TechnoCat wrote:Rolling circles!
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Re: Simple, lightweight, general purpose collision detection
That *is* crazy! (Everyone who doesn't know what I'm talking about: let the ball roll down and wait. Perpetual motion FTW!)vrld wrote:I can offer you one rolling (and bouncing) circle:
Help us help you: attach a .love.
- TechnoCat
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Re: Simple, lightweight, general purpose collision detection
My dreams, they come true!vrld wrote:I can offer you one rolling (and bouncing) circle:TechnoCat wrote:Rolling circles!
Re: Simple, lightweight, general purpose collision detection
I humbly want to request a feature for Hardon Collider.
There is a shape:move() and a shape:moveTo() function. The moveTo sets the position.
There is also a shape:rotate() function. But not a rotate function that sets the rotation. I would really like that.
There is a shape:move() and a shape:moveTo() function. The moveTo sets the position.
There is also a shape:rotate() function. But not a rotate function that sets the rotation. I would really like that.
Re: Simple, lightweight, general purpose collision detection
Done. you can set the rotation with shape:setRotation(). As a by-product, you can get the shape's rotation with shape:rotation().chris wrote:I humbly want to request a feature for Hardon Collider.
Re: Simple, lightweight, general purpose collision detection
Nice Another question:
Why is it that if I make a rectangle:
box.x = 5
box.y = 6
box.box = HC.addRectangle(box.x,box.y,50,50)
And I want to move it 3 pixels to the right, I have to write this:
box.box:moveTo(box.x+25+3,box.y+25)
Why is it that if I make a rectangle:
box.x = 5
box.y = 6
box.box = HC.addRectangle(box.x,box.y,50,50)
And I want to move it 3 pixels to the right, I have to write this:
box.box:moveTo(box.x+25+3,box.y+25)
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