Naughty Alien Posted January 24, 2010 Posted January 24, 2010 ..is there any other way of reading recorded collisions and registering them happen, between entities (set by collision response value of 2), apart from use use of >> SetEntityCallback (myBody, Byte Ptr(myCallBackFunc), ENTITYCALLBACK_COLLISION) << ?? Quote
macklebee Posted January 24, 2010 Posted January 24, 2010 perhaps you could do something with ForEachEntityInAABBDo() and your own defined function? or perhaps some kind of pick command where it lets you set what collision types affect the ray test? unfortunately, the radius parameter doesn't work and has to be set at zero... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
Josh Posted January 24, 2010 Posted January 24, 2010 I decided early on I did not want to have all that dynamically allocated data created each frame, when most of it would never get used, so there is no record of collisions saved. I suppose I could have used a bunch of arrays to record the data in, but the callback serves the same purpose. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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