Custom collisions

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Custom collisions

Postby Under Ground » Sun May 09, 2010 12:21 pm

Rather than adding more collision menus. as others have suggested, I thought, why not custom collisions?
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Where it says none selected, if you cllick in there, you can type a collision name, for example 'Wheels'.
Now only things that have Wheels in this section will collide with it.
Support or not?
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Re: Custom collisions

Postby KarateBrot » Sun May 09, 2010 1:09 pm

I support if you can add as many custom collision groups as you want. That'd be a cool idea. But even rename the collision groups would be nice.
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Re: Custom collisions

Postby Rrobba » Sun May 09, 2010 1:20 pm

I already suggested this some time back, so I support it. But this would cause compatibility issues between different scenes and phunlets.
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Re: Custom collisions

Postby xplane80 » Sun May 09, 2010 1:40 pm

I support this too but I think collision groups can only be one character
e.g. a or 1 or § or )
and not a word
e.g. gun or bullet or resit
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Re: Custom collisions

Postby Rideg » Sun May 09, 2010 1:47 pm

I think that we should have a number as a collision group like 1 to inf+.
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Re: Custom collisions

Postby RicH » Sun May 09, 2010 2:02 pm

Numbers are collision groups. The letters are just so we can easily understand it.
A = 1
B = 2
C = 4
D = 8
E = 16
F = 32
G = 64
Then you just add up the different numbers for mixed collision groups.

Anyway, I support this, although I don't see how they could implement it with the current system.
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Re: Custom collisions

Postby Rideg » Sun May 09, 2010 3:24 pm

No i mean like a = 1 b = 2 c = 3 etc...
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Re: Custom collisions

Postby RicH » Sun May 09, 2010 3:52 pm

How would you handle mixed collision groups that way then?
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Re: Custom collisions

Postby Under Ground » Sun May 09, 2010 4:47 pm

Is that to me, or him?
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Re: Custom collisions

Postby KarateBrot » Sun May 09, 2010 5:08 pm

to him
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Re: Custom collisions

Postby Rideg » Sun May 09, 2010 5:23 pm

Easy insted of the answer of the sum of the collision numbers you have the equation. like a and b will become 1+2 instead of 3
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Re: Custom collisions

Postby RicH » Sun May 09, 2010 5:57 pm

That would lengthen any mixed collision group. ABCDEFG would be 1+2+3+4+5+6 instead of just 127. IMO, it's better with the current system, but that isn't even related to the topic.
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Re: Custom collisions

Postby niffirg1 » Sun May 09, 2010 8:34 pm

I support. This would be great. It would allow me to make even more complicated scenes :)

Question: How did you make that menu? Photo Editing? or was it in Algodoo/Phun
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Re: Custom collisions

Postby Dakta » Mon May 10, 2010 12:23 am

Photo editing, since nobody has yet figured out how to make custom widgets (which is a suggestion I still stand behind, BTW).

I support this idea, in the form of strings as well as integers for collision groups, and an infinite number of custom groups. This would not only help simplify choosing collidesets for objects, but also the whole organization of a scene. Much better to have custom collision groups with names than having to mix letter groups.
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Re: Custom collisions

Postby Rideg » Mon May 10, 2010 10:11 pm

Srry was a little bit tired the clock was only let's say 3:am? but the a longer version of the alfabet perhaps? ;)
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Re: Custom collisions

Postby Dakta » Tue May 11, 2010 3:42 am

Say what?
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Re: Custom collisions

Postby Chronos » Tue May 11, 2010 4:36 am

You know, like yuzz, wum, um, humpf, fuddle...
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Re: Custom collisions

Postby Under Ground » Tue May 11, 2010 8:24 pm

Well, thanks everyone for all the support!
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Re: Custom collisions

Postby electronicboy » Tue May 11, 2010 8:41 pm

i support this fully.
this would help create more complex scenes.
also there would be no compatability problems exept for those with an outdated version of algodoo or ye olde phun.
also the current sysytem for handeling collisions (binary) is a lot better and will more than likely run alot faster.
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Re: Custom collisions

Postby davidz40 » Tue May 11, 2010 9:03 pm

As electronicboy said, that could create very much additional lag. And more than 8 collision groups is very rarely needed. (with no self-collision and combinations it's effectively much more than 8 now)
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Re: Custom collisions

Postby Rrobba » Tue May 11, 2010 10:19 pm

Like I said before I do support this, but it could cause more lag now that I think about it. Like many things, maybe it should be toggled on and off when desired.
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Re: Custom collisions

Postby simey j dude » Mon May 24, 2010 9:03 pm

i support this idea, i always have a problem with not enough collision groups...
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Re: Custom collisions

Postby Matten » Tue May 25, 2010 8:50 am

I support.
But you have to use the same name in every object. So if you use "Gunner" in one object, and "gunner" in the other, it wouldn't work.
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