Box to BOx collisions??

Blitz3D Forums/Blitz3D Programming/Box to BOx collisions??

slenkar(Posted 2004) [#1]
Eliptical collisions dont allow you to set the Z co-ordinate of the collision radius.

This means that object like spaceships (or any long and flat objects) cannot collide with each other (if they use entitybox) or have to have highly unrealistic sphere-sphere collisions when they are no where near sphere shaped.

Polygon collisions are sometimes too slow to use.

So what is the alternative??


(tu) sinu(Posted 2004) [#2]
The easiest is to put two spheres together for collision so you have more depth than width


slenkar(Posted 2004) [#3]
How do I do that? Just call entityradius twice?

THeres no option to place the second radius in a different place.


Bot Builder(Posted 2004) [#4]
parent a pivot to the model and give it an entityradius and set it up as a ship collision.


slenkar(Posted 2004) [#5]
o.k.
thanks!


(tu) sinu(Posted 2004) [#6]
like bot builder said.