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    • CommentAuthorkirbysayshi
    • CommentTimeApr 5th 2009 edited
     
    Is it possible to create an irregularly-shaped bounding box?
    Something like:

    _________
    | |
    | |
    | T |
    | |
    |__ __|
    | |
    | |
    | |
    | |
    | |
    | |
    | |
    | E |



    Where T is where the particles are moving towards, E is the emitter, and the inner area is a the bounding box. Right now, my shapes are being generated based on tiles, with the idea that a horde of zombies (the particles) are chasing after you in a slow, yet powerful mass, bouncing off of the walls of the environment and blockades you erect.

    I tried adding in a second bounding box that overlapped the first, but flint didn't seem to like that.

    I saw the way the Flint logo demo accepted a BitmapData object... it would be very cool if something like that could be done to define a bounding area based on a specific color.

    Any ideas?
    • CommentAuthorkirbysayshi
    • CommentTimeApr 6th 2009 edited
     
    I read this thread:
    http://flintparticles.org/forum/comments.php?DiscussionID=142

    And it sounds like we're trying to do the same thing. Is there an action that can be added to a zone that will provide "bounce" or something like that? Could you use an acceleration action, in combination with a ZonedAction to provide irregular bounding boxes? I'll try this later, after class (I'm just throwing it out there for the sake of idea).
    • CommentAuthorRichard
    • CommentTimeApr 6th 2009
     
    There's a branch in svn called linesandcollisions in which I've started implementing this. I'm aiming to complete this for release later - probably version 2.2.

    I was planning it for 2.1 but am rushed off my feet with work so 2.1 will probably just be the 3dgeom and flex branches, which are much closer to completion, with linesandcollisions in 2.2.
  1.  
    Ok cool. I eagerly await the release!

    I've been experimenting with using multiple AntiGravity actions as walls. Do you have any suggestions? I can't quite get the numbers right... the particles still slip by. My tiles are 16x16, and I'm putting the AntiGravity wells in the center of each wall tile. I'm hoping there might be a way to set up "absolute reverse gravity" at a set distance by fiddling with the numbers...

    I can test for collisions with things by looping through the children of the renderer, but this doesn't seem very efficient.
    • CommentAuthorRichard
    • CommentTimeApr 7th 2009
     
    My best suggestion would be to look at what I've done so far in the linesandcollisions branch and take it from there.
  2.  
    Ok, will do.

    A related/unrelated question: is it possible, without making a new action, to have the particles added to a secondary array/list as they are created?
    • CommentAuthorRichard
    • CommentTimeApr 9th 2009
     
    No, but it's an initializer that you need, not an action.