EntityCollided

Blitz3D Forums/Blitz3D Beginners Area/EntityCollided

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I never use Object and Handle because they are still undocumented, but maybe Stevie will pop by and give you a definitive verdict on your usage of the commands. I notice in the code posted that you have no Updateworld between moving your bullets and processing collisions - best to move all your bullets, then deal with any collisions afterwards (ie in a separate loop) I think. But yeah, you need Updateworld in there because that is the command that processes all the collisions stuff.


Edit: Sledge, what did you use for Ice-Teroids bullets?


Ice-Teroids uses MeshesIntersect(), slinkily sidestepping any and all collisions issues.


For all of Mark Sibly's godliness, this whole collisions issue really sucks.


It's not so much that it sucks, rather it's geared towards particular things - I mean if you want sliding collision between the player and a static level (and somewhere along the line you generally do) then it's life-savingly brilliant. Given that Blitz3D is a language rather than an engine, the amount of automated collisions stuff you get is really rather sweet; but no, it's not comprehensive and you have to give yourself time to get used to its limitations/foibles. I can only really refer you back to the example I posted, which shows you working collisions between bullets and a moving target - I know having to use spheres is a limitation, but you could use several to construct a more complex collision body if required.

Keep us posted!