YouGroove Posted February 19, 2014 Share Posted February 19, 2014 It is possible in some engines to sepcify some sort of layers for example. Like Entity of Layer 1 will not collide with those of layer 2. I must use physic as i need walls and physic objects collision. I would need such system to not have physic missiles of player colliding with missiles of others NPC. It is possible in Leadwerks 3.1 to have some sort of groups of collison ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 19, 2014 Author Share Posted February 19, 2014 As missiles will go direct forward only for now one solution could be : -Missiles with no physics -Use Raycasting when a missille is launched to determine the final point of collision. -And just make it move along the line and detect collision using distance based or box/box collision with the entity i want like Player or NPC. The advantage is perhaps saving CPU as no collision detection is needed each frame for all missiles, raycasting having been called at missile start. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
tjheldna Posted February 19, 2014 Share Posted February 19, 2014 Couldn't find the documentation for it however in C++ it's... PhysicsDriver::GetCurrent()->SetCollisionResponse(Collision::whatever, Collision::Scene, 0); The zero enables/disables collision. you can also create your own collision types as they are just a numeric value. I think I started mine at 10 just in case Josh adds more default types later on. Quote Link to comment Share on other sites More sharing options...
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