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Collision data

Tell us what you'd like Usine to do
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shawnb
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Posts: 190
Location: San Francisco
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Unread post by shawnb » 28 Aug 2014, 19:11

I'd like to see objects pass data upon collision! So they can affect each others' behavior, by passing state information.

Simplest case: as objects bounce around, they can play "Tag, you're it!", passing the ball leaving only one highlighted or playing sound at any given time.

I've done some experimentation with making this work with a FIFO queue in the form of a data array, but I have not yet had luck serializing the events that happen simultaneously (upon collision, both objects report a 'collide'). I'm still figuring out how to filter out collisions with the container's boundaries as well. First experiment I'm trying to pass a caption around among bouncing shapes.

Random thought - I wonder if others may find this helpful!

Shawn
Address the process rather than the outcome. Then, the outcome becomes more likely. - Fripp

sephult
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Unread post by sephult » 01 Sep 2014, 18:53

Yes I have done some physics experimentation, and was looking at some pickup and relational response stuff.
At the time I was using leap driving the input as a pointer, however found the external controlled does not collide and will exempt itself from the physics engine collisions. I was using a basic XY method and was trying to create a programmatic "if pointer within or collide, then follow pointer" I was thinking something the similar as far as programmatically controlling and driving the response of the shapes. I would be very interested in trying or helping out in what I could
"Every act of creation is first an act of destruction." -Picasso

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