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    • iTap DevelopmentI
      iTap Development @Thecheater887
      last edited by

      @Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.

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        Thecheater887 @iTap Development
        last edited by

        @iTap-Development Since when!? Last I checked, the only difference between walls and physics are that walls have 0 for gravity bounce air resistance etc.

        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Thecheater887
          last edited by

          @Thecheater887 walls are stationary, so they shouldn’t be colliding in the first place(with the exception of move behaviors). I could be wrong, but I think I’ve seen this in the help pages before.
          @Murtaza @Hamed is this right?

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          • T
            Thecheater887 @iTap Development
            last edited by

            @iTap-Development That’s the thing, my custom rotation is using a move behavior.

            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
            • iTap DevelopmentI
              iTap Development @Thecheater887
              last edited by iTap Development

              @Thecheater887 physics can collide with walls though, just not wall with wall.

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                Thecheater887 @iTap Development
                last edited by

                @iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.

                iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                • iTap DevelopmentI
                  iTap Development @Thecheater887
                  last edited by iTap Development

                  @Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?

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                    Thecheater887 @iTap Development
                    last edited by

                    @iTap-Development 750+ physics objects with timers? You sure?

                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                    • iTap DevelopmentI
                      iTap Development @Thecheater887
                      last edited by

                      @Thecheater887 you have 750 replicators?

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                        Thecheater887 @iTap Development
                        last edited by Thecheater887

                        @iTap-Development No.

                        All the spawned objects have multiple conditions to destroy. One is exiting the play area, one is if they collide with another object, one is after a certain amount of time.

                        A good amount of these objects also rely on stopped colliding and timers to verify the state of objects around them, or to spawn even more objects.

                        Also, I just checked. I have a passable wall empty object named “PlayArea”. Stopped colliding works ace with that destroying replicated objects, but my enemies don’t seme to want to mind when their shield is broken, also passable walls with stopped colliding.

                        The play area is pretty small, but I estimate I will have about 1000 small, painless effects objects, 35 large, complex enemies, and 60 or so small or simple enemies all going at once worst case scenario.

                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                        • iTap DevelopmentI
                          iTap Development @Thecheater887
                          last edited by

                          @Thecheater887 oh I see, you spawned objects need to collide too.
                          Well if having a wall object with no gravity ect was your goal, then just use physics and set the gravity ect to 0.
                          But if you need the function of a physics object, using a physics object is really the best way.

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                            Thecheater887 @iTap Development
                            last edited by Thecheater887

                            @iTap-Development I need the CPU efficiency of walls is the issue.

                            Having a septillion physics objects doesn’t work well at all. Any more than 50 and my game has a meltdown.

                            My iPad, too.

                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                            • iTap DevelopmentI
                              iTap Development @Thecheater887
                              last edited by

                              @Thecheater887 but you can’t get the function of a physics object that way🙁
                              How complex are your physics bodies? My iPad can spawn some 4,000 physics without lag if they are just squares.

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                                Thecheater887 @iTap Development
                                last edited by

                                @iTap-Development Simple custom collisions, some circles. Enlarged 8-bits, and empty objects, all circles or squares.

                                GameCRAZYG iTap DevelopmentI 3 Replies Last reply Reply Quote 0
                                • GameCRAZYG
                                  GameCRAZY @Thecheater887
                                  last edited by

                                  @Thecheater887 Can you please just provide a link?

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                                  • T
                                    Thecheater887 @GameCRAZY
                                    last edited by

                                    @GameCRAZY If you give me time to fabricate an example instead of using my assets, sure!

                                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                    • iTap DevelopmentI
                                      iTap Development @Thecheater887
                                      last edited by

                                      @Thecheater887 I’m curious what iPad do you have? Also, empty objects are worse for performance if they have a color. If they are colorless, they are better.

                                      1 Reply Last reply Reply Quote 0
                                      • iTap DevelopmentI
                                        iTap Development @Thecheater887
                                        last edited by

                                        @Thecheater887 if I remember right, when I’ve messed with spawning before, circles were worse for performance than simple polygons.

                                        1 Reply Last reply Reply Quote 0
                                        • iTap DevelopmentI
                                          iTap Development @Thecheater887
                                          last edited by

                                          @Thecheater887 you could use the same project and just change the assets.

                                          1 Reply Last reply Reply Quote 0
                                          • T
                                            Thecheater887
                                            last edited by

                                            iPad mini 2, will look into.

                                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
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