SFML community forums
General => SFML projects => Topic started by: AFS on March 15, 2013, 09:04:07 pm
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Hi.
I made a little app to test collission detection using vectors, that is, placing two of them on the map and joining them, forming a line. The objects will react to that line.
Here's a video for a quick demostration:
http://www.youtube.com/watch?v=X9AFVGTaNNg
Here's the download link if you want to test it, though it may be buggy. Beware!
http://www.mediafire.com/?5ho3zzi0nknnknp
(Walls are not implemented yet, so avoid placing them!)
I made this because I want to create a platformer of course, but I was thinking about a more flexible way of handling collision (from the game maker's point of view) instead of using a grid or bounding boxes.
I loved the results, but I noticed that the main drawback is that placing the nodes and joining them can become a little tedious, as you need to do it manually every time. Still, it shouldn't be hard to make that the editor place the nodes automatically as you put a background tile.
So, what do you think? Is it worth it to use this type of collision or you prefer other types? I'm very ignorant regarding collision, and I want to see what are my options.
Also, what do you think about the editor? Any suggestions are welcome.
Finally, if you make a map with your own graphics and all, please share it, I would definitely want see it :P
Cheers.
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Is it open source?
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Looks good! Do you use a well-known technique for the collision, or have you implemented your own ideas?
For the editor, I think it would be user-friendly if one could place a node that directly connects to the last one. What you could also have are pre-defined sprites that already have a corresponding set of lines to define their shape.
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Looks good! For what I saw, you'd benefit from having a grid and a "snap to grid" function.
Assets are really nice, too 8)
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Nice done. I did something similar in VB.net but not that complex, I needed something to design the maps for my super-basic c++ game I am doing so I did this... Basically it's a tile-painting program, then I export the "map" as a string that has every tile represented with a number that I can recognise in the game. Yeah... I'm a shame for the programmer's comunity, but I'm ok with that, I'll learn someday...
(http://i.imgur.com/YP7FAms.png)
(http://i.imgur.com/sFoCXF9.png)