3D tetris using collisions
Blitz3D Forums/Blitz3D Programming/3D tetris using collisions
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Hello all I am creating a 3d tetris of sorts. However, in this game, you can drop pieces in from various angles, not just from the top. I have decided to drop pieces in and use collisions to stop them when they hit pieces already in the puzzle. However, there is no polygon to polygon collision in Blitz. How can I solve this problem? Ellipse to box or ellipse to polygon does not seem like it would work. I've toyed with the idea of using multidimensional arrays, but I'm not sure if I should invest that kind of time if I can get it to work using collisions. |
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JV-ODE: http://www.blitzbasic.com/Community/posts.php?topic=63898 |
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wow. thanks. |
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There is also MeshesIntersect() Not sure how (well) it works. |
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MeshesIntersect() ....after all these years in Blitz3D I'm wondering how I missed that command. Even if it's slow I can still use if for what I'm doing, since I'm only checking for one set of collisions at a time with very low poly meshes. |
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Gool luck with that game, Nmuta! |
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Btw, I've tried the MeshesIntersect() function and it is VERY precise. And not slow at all. I HAVE 20,000 POLYS on screen with two very high poly tetris pieces (for a test) and it's working very smoothly with a great framerate. And I only have 64 MB VRAM and a 2 GIG processor with 1 Gig ram on this machine. |
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I wouldn't use physics based collision for a tetris game, even in 3d. I'm making a game similar to Tetrisphere 64. Since all movement occurs in consistant distances, I used a collision matix for each block type. I'm not sure how to explain exactly what I mean, but I can put up some pictures of it if you like. |
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iamdaman yes, I would like that, thanks. |