@ jfk:
I tried to use two UpdateWorlds:
But the two spheres didn't collide with each other, with only collisions set from sphere1 to sphere2.
Setting up collisions both ways (from sphere1 to sphere2 and reversed) did the trick, as in my first post.
Then also only 1 updateworld is needed.
Another question:
I created a test-station in 3DS max and exported it to b3d, using the B3D pipeline, with a scene-root added while exporting (so all other objects are children to this scene-root).
I can load the station using LoadAnimMesh, that works perfectly.
But to set up collisions (from player-ship to station), must I:
- set an entity-type to all children, without setting an entity-type to the scene-root (guess this is the one, not sure)
- set an entity-type to the scene-root and to all children
- only set an entity-type to the scene-root
Just to be sure.
I think it's the first one, as I think the scene-root is just a pivot, with all children (the objects in 3DS max) attached to it, and colliding only with the scene-root is actually stupid (sphere to polygon collisions).
I tried to use two UpdateWorlds:
MoveEntity Sphere1, -1, 0, 0 UpdateWorld MoveEntity Sphere2, 1, 0, 0 UpdateWorld RenderWorld
But the two spheres didn't collide with each other, with only collisions set from sphere1 to sphere2.
Setting up collisions both ways (from sphere1 to sphere2 and reversed) did the trick, as in my first post.
Then also only 1 updateworld is needed.
Another question:
I created a test-station in 3DS max and exported it to b3d, using the B3D pipeline, with a scene-root added while exporting (so all other objects are children to this scene-root).
I can load the station using LoadAnimMesh, that works perfectly.
But to set up collisions (from player-ship to station), must I:
- set an entity-type to all children, without setting an entity-type to the scene-root (guess this is the one, not sure)
- set an entity-type to the scene-root and to all children
- only set an entity-type to the scene-root
Just to be sure.
I think it's the first one, as I think the scene-root is just a pivot, with all children (the objects in 3DS max) attached to it, and colliding only with the scene-root is actually stupid (sphere to polygon collisions).