Anything to do with physics. Rigid Bodies, Kinematic controllers, vehicles etc.

Collision layers

Collision layers

Postby SpiderMack » 26 Sep 2017, 13:48

Hi,

I was wandering about that very specific gameplay about typic 3D bullet shooter tps games.

Collision Layers :
Player bullets only collide with ennemies and they don't collide with ennemies physic bullets, it is possible in Skyline ?

Raycast layers :
It is also possible to exclude some objects from a raycast collision detection ?

The collision layers is the most usefull, it is planned for a future release ?
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Re: Collision layers

Postby SolarPortal » 26 Sep 2017, 14:44

yes and yes,

we use collision groups on all Controllers whether its from actions (rigidbody or Simple character controller) or from spawned Dynamic character controllers. You can find these in the action properties of the sceneEntity.

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Query flags on ray casts which can be used through the physics raycast command as an optional argument on the end.
http://www.chi-ad.com/Skyline/API/Lua/html/class_physics.html#adefbe0197584731475d82a0f16c61528

I believe the other raycast commands in the physics lua libraries do the same, but it doesnt seem like they are documented very well.

All i would say is, take your time with them as they can be quite confusing at first.
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Re: Collision layers

Postby SpiderMack » 26 Sep 2017, 16:17

Nice.
Skyline is almost ready for Steam :D
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Re: Collision layers

Postby SolarPortal » 26 Sep 2017, 16:42

:)
Skyline Game Engine - Lead Dev.
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Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860

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