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ntomic

Member Since 08 Jun 2008
Offline Last Active Jun 22 2011 01:35 AM

Posts I've Made

In Topic: Top-down Car Physics. Drifting, Collisions & Ai.

05 July 2010 - 09:01 AM

Hey,

Firstly thanks so much for your help so far but I have a new issue.  I was looking to add some new shapes that use the multipoly style and found that I couldn't . I found that I needed a newer version of the dll but once I replace the dll none of the shapes cause collisions.  I can't explain it as no errors are thrown but using the latest dll always causes the car to go through any object.

Any ideas or examples that use a multiploygon?

In Topic: Top-down Car Physics. Drifting, Collisions & Ai.

03 July 2010 - 02:48 PM


Just getting back into some GM while I look towards next years class topics an realised the new version is out. LOVE IT.

Anyway I was wondering if anyone can show me how to keep the car within the screen without using objects to bound it?

Thanks

Nathan



Thanks. Came up with a similar idea just a few hours ago.

I have a new question about the AI. I want to be able to tell if the AI car is 'stuck' so that I can 'respawn' it on the path. I was thinking of using a counter that increments when a collision is made. If a certain number of collision is reached in a given time then a respawn. Otherwise if there is a non collision the counter resets. Any ideas??



OK, so i worked out what appears to be a way to get determine if the car is stuck based on what was suggested.

I can also 'respawn' it to a position marked by a maker object. Problem is determining the direction the car should face.

What I would really like is to have it respawn at the nearest part of the AI path, facing in the right direction. Anyone know if this is possible. I've done some searching but find no suggestion about finding nearest point on a path??

Oh I should have said that the car in question is not one of the AI cars, but the players so it is not actually on the path. Although ideally the method should work for any car.

Thanks

In Topic: Top-down Car Physics. Drifting, Collisions & Ai.

02 July 2010 - 03:32 PM

Just getting back into some GM while I look towards next years class topics an realised the new version is out. LOVE IT.

Anyway I was wondering if anyone can show me how to keep the car within the screen without using objects to bound it?

Thanks

Nathan



Thanks. Came up with a similar idea just a few hours ago.

I have a new question about the AI. I want to be able to tell if the AI car is 'stuck' so that I can 'respawn' it on the path. I was thinking of using a counter that increments when a collision is made. If a certain number of collision is reached in a given time then a respawn. Otherwise if there is a non collision the counter resets. Any ideas??

In Topic: Top-down Car Physics. Drifting, Collisions & Ai.

01 July 2010 - 05:05 AM

Just getting back into some GM while I look towards next years class topics an realised the new version is out. LOVE IT.

Anyway I was wondering if anyone can show me how to keep the car within the screen without using objects to bound it?

Thanks

Nathan

In Topic: Top-down Car Physics. Drifting, Collisions & Ai.

24 March 2010 - 10:12 AM

Thanks for the link to RamboFox's "2d(topdown) One Way Walls (polygonal Collisions)". It certainly does the rounded collisions I was looking for.
However the car and effects (smoke, drifting etc) are better here.

Has anyone already tried to merge the two before I spend the time on it?

Nathan ^_^