#help on 3D collision with cardboard

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pliant summit
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most isometric collisions can be done with simple AABB checks

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AABB = "axis-aligned bounding box"

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this means defining little cuboids that collide with each other

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you'll be doing this purely using maths

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no GM collision functions (probably)

stray thicket
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depending on your up vector u might also be able to get away with just using place_meeting as gml mom&dad intended

pliant summit
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Cardboard defaults to XY plane with Z up

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... is it -Z up or +Z up ...

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no idea, can't remember

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anyway XY plane collisions 👍

stray thicket
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yeah a z up of any sign makes it a lot easier to do place_meeting for a majority of checks. before i locked my game to a rigid, tile-based movement system i pretty much did a instance_place check for all collisions with an additional check for a z-box overlap

spark jetty
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split the difference

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-Z up on monday wednesday friday, +Z up on sunday tuesday thursday, and spin a roulette wheel for a random axis on saturday

stray thicket
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i like it

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xfrom, yfrom, zfrom, xto, yto, zto, choose(-1, 0, 1), choose(-1, 0, 1), choose(-1, 0, -1)

spark jetty
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better yet