Re: bump.lua - minimal collision detection lib
Posted: Thu Jun 14, 2012 8:02 am
I tried it,that's impressive!
Well done!
Well done!
thanks!Roland_Yonaba wrote:I loveyouthat.
Ok. Let me try to explain.Roland_Yonaba wrote: In a nutshell, how does it work (i haven't digged in the code yet) ?
Are you making some sort of space partitionning ?
I like bump's simplicity. For now, it suits my needs. I don't plan to include shapes. For now, it'll remain bounding boxes-only.Roland_Yonaba wrote: Actually, bump stand for collision checking with rectangle-bounded shapes. Have you plans to add support for more shapes ? Points, Segments, lines, Circles, triangles, n-shaped polygons ?
Ah, but the image you have shown could also be a car seen from a top-down perspective, and the block next to it a little building . Adding physics would overcomplicate the lib IMHO.Roland_Yonaba wrote: Actually I was looking for some little "physics" support...I mean, looking at the attachment, the box should fall. But it won't....
Code: Select all
(in love.load)
loop through all tiles (y positions)
loop through all tiles (x positions)
create bump object at the right x and y position
end loop
end loop
Hi,Nsmurf wrote:is it compatible with Advanced tile loader? I couldn't make much sense of the source code, and the demos don't run (Do they use canvas?)
If it is not compatible, would it be hard to make a fix?
Me too, but I AdvTile Loader has a wiki.kikito wrote:For Advanced Tile Loader, I don't have any pointers, since I haven't used it.