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Skyline Forums • View topic - Collision volume detection
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Collision volume detection

Collision volume detection

Postby SpiderMack » 12 Nov 2017, 23:26

Hi,

Another feature i use in gameplay a lot : collision detection volumes

For example you can have rectangle or sphere shape collision volume functions you can use with some parameters :
- position shape
- dimension shape
- layer collision to detect only

The function will return a list of all game objects colliding with that sphere or rectangle collision volume.

It's based on performance because it uses physic engie to detect colliding game objects, so it does not iterate over your hundred game world entities.

There is multiple usage :
- get all ennemies in some zone, or around some position within some distance
- detect all covers around
- AI get all strategic position or items in some zone or around player
...
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Re: Collision volume detection

Postby SolarPortal » 13 Nov 2017, 10:13

You should check out the "AI Sensor" action as this can return all colliding entities in one lua table and it uses a timer to save some CPU cycles.

Then there are the PhysX Trigger volumes which return the id's of entities that enter, stay and exit the volume too...

This is all doable on your current version.



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