Dark Bit Factory & Gravity

PROGRAMMING => Other languages => Blitz => Topic started by: valis on January 21, 2011

Title: Map Collision Detection Demo
Post by: valis on January 21, 2011
The collisions are broken in a couple of ways but I think they're quite literally corner cases having to do with the fact that the colliding objects are points with 0 width and height.  Will implement collision of all four corners in the colliding square, though I vaguely forsee some more problems that may come from that.  Perhaps it will make things easier, however, because I will be able to simply revert to oldx, oldy.  Maybe this needs some sort of Verlet integration to do it in the easiest way possible.

Code: [Select]
Source removed; not everyone has blitz installed.  Sorry to be a bother, the last thing I want is to annoy anybody.
Title: Re: Map Collision Detection Demo
Post by: zawran on January 21, 2011
Interesting, nice touch with the moving background.
Title: Re: Map Collision Detection Demo
Post by: va!n on January 21, 2011
After running for about 2 seconds, it crashes here on Win7 x64 with following message:

"Windows Exception: EXCEPTION_ACCESS_VIOLATION"
Title: Re: Map Collision Detection Demo
Post by: benny! on January 22, 2011
Nice one and (@zawran) thanks for the exe.

I think it would be cool if the particles die when they are at the bottom level, That way
it would be more interesting following their path.

Background is indeed quite kewl, too!
Title: Re: Map Collision Detection Demo
Post by: Kirl on January 22, 2011
Good stuff, but I get the same error as va!n, using Windows 7.
Title: Re: Map Collision Detection Demo
Post by: valis on January 22, 2011
That's strange because I don't have the problem on windows 7.

NO idea.  Are you compiling from source or using the one Zawran built?

It's not that important anyway and frankly the demo is not that interesting, I only put it here for people who might want to learn how to do tilemap collisions.