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hyperPad

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  3. Colliding

Colliding

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  • D Deeeds

    @iTap-Development I asked you questions, at the time, and made it clear I wasn't understanding your shorthand. You didn't explain, nor answer my questions. When I asked you to provide any form of justification for your approach being better than mine, you went weird. All up, I left the subject thinking you don't really know much about it. Nor can you explain or educate others on what you're doing to replace referencing.

    iTap DevelopmentI Offline
    iTap DevelopmentI Offline
    iTap Development
    wrote on last edited by
    #25

    @Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.

    D 1 Reply Last reply
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    • iTap DevelopmentI iTap Development

      @Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.

      D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #26

      @iTap-Development Cheater has questions... the one above.

      How do you solve THIS problem?

      iTap DevelopmentI 1 Reply Last reply
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      • D Deeeds

        @iTap-Development Cheater has questions... the one above.

        How do you solve THIS problem?

        iTap DevelopmentI Offline
        iTap DevelopmentI Offline
        iTap Development
        wrote on last edited by
        #27

        @Deeeds the problem is that his replicator isn’t triggering a collide with the objects it has spawned? Correct?

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        • Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #28

          I think maybe cheater should just give a link to their project (or a duplicate of it with lots of stuff missing if afraid of people stealing the game), so someone can figure out for sure why the collided isn’t triggering.

          iTap DevelopmentI 1 Reply Last reply
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          • Aidan_FireA Aidan_Fire

            I think maybe cheater should just give a link to their project (or a duplicate of it with lots of stuff missing if afraid of people stealing the game), so someone can figure out for sure why the collided isn’t triggering.

            iTap DevelopmentI Offline
            iTap DevelopmentI Offline
            iTap Development
            wrote on last edited by
            #29

            @Aidan-Oxley could it have to do with him moving/rotating on a duration of 0? Since those aren’t physics behaviors?

            “The empty object uses custom rotation and standard movement on a 0 duration.”

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            • iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #30

              Eh, nope. Just tested.
              @Thecheater887 I’m assuming the object you are spawning has a tag, and that tag is selected for the collide behavior?

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              • iTap DevelopmentI iTap Development

                Eh, nope. Just tested.
                @Thecheater887 I’m assuming the object you are spawning has a tag, and that tag is selected for the collide behavior?

                T Offline
                T Offline
                Thecheater887
                wrote on last edited by
                #31

                @iTap-Development Yes.

                I use no physics objects, all passive walls.

                iTap DevelopmentI 1 Reply Last reply
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                • T Thecheater887

                  @iTap-Development Yes.

                  I use no physics objects, all passive walls.

                  iTap DevelopmentI Offline
                  iTap DevelopmentI Offline
                  iTap Development
                  wrote on last edited by
                  #32

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

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                  • iTap DevelopmentI iTap Development

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

                    T Offline
                    T Offline
                    Thecheater887
                    wrote on last edited by
                    #33

                    @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
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                    • T Thecheater887

                      @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 Offline
                      iTap DevelopmentI Offline
                      iTap Development
                      wrote on last edited by
                      #34

                      @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?

                      T 1 Reply Last reply
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                      • iTap DevelopmentI iTap Development

                        @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?

                        T Offline
                        T Offline
                        Thecheater887
                        wrote on last edited by
                        #35

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

                        iTap DevelopmentI 1 Reply Last reply
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                        • T Thecheater887

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

                          iTap DevelopmentI Offline
                          iTap DevelopmentI Offline
                          iTap Development
                          wrote on last edited by iTap Development
                          #36

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

                          T 1 Reply Last reply
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                          • iTap DevelopmentI iTap Development

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

                            T Offline
                            T Offline
                            Thecheater887
                            wrote on last edited by
                            #37

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

                            iTap DevelopmentI 1 Reply Last reply
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                            • T Thecheater887

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

                              iTap DevelopmentI Offline
                              iTap DevelopmentI Offline
                              iTap Development
                              wrote on last edited by iTap Development
                              #38

                              @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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                              • iTap DevelopmentI iTap Development

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

                                T Offline
                                T Offline
                                Thecheater887
                                wrote on last edited by
                                #39

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

                                iTap DevelopmentI 1 Reply Last reply
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                                • T Thecheater887

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

                                  iTap DevelopmentI Offline
                                  iTap DevelopmentI Offline
                                  iTap Development
                                  wrote on last edited by
                                  #40

                                  @Thecheater887 you have 750 replicators?

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                                  • iTap DevelopmentI iTap Development

                                    @Thecheater887 you have 750 replicators?

                                    T Offline
                                    T Offline
                                    Thecheater887
                                    wrote on last edited by Thecheater887
                                    #41

                                    @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
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                                    • T 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 Offline
                                      iTap DevelopmentI Offline
                                      iTap Development
                                      wrote on last edited by
                                      #42

                                      @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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                                      • iTap DevelopmentI iTap Development

                                        @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.

                                        T Offline
                                        T Offline
                                        Thecheater887
                                        wrote on last edited by Thecheater887
                                        #43

                                        @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
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                                        • T 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 Offline
                                          iTap DevelopmentI Offline
                                          iTap Development
                                          wrote on last edited by
                                          #44

                                          @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.

                                          T 1 Reply Last reply
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