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Native collision detection — Gideros Forum

Native collision detection

jdbcjdbc Member
edited October 2015 in General questions
I guess most in this forum needs a native collision detection in the Gideros API. I know there was TNTCollision engine but now it does not work for iOS 64 bits.

Is there any possibility to build this native class? There are many collision code in C++, so I understand it is not a difficult question to integrate it within Gideros. I mean it could be a plugin but it will better to integrate as natural in Gideros API.

I usually build my own Collision class but the implementation of this methods are Lua, so slow, when I do not need physics box2d engine.
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Comments

  • @jdbc - I totally agree 10000% here. I have used both Bump and Hardon Colider. I haven't even gone near box2d yet so don;t know what it's like.

    I really like Bump because it has collision resolution built-in. It doesn't handle circles (just AABBs'), and nothing is handled by it's midpoint.

    Hardon Collider is damn awesome since it handles circles, points, and both convex and concave polygons which can be orientated at any angle. It has poor documentation, doesn't actually resolve collisions, and is rather slow.

    A C++ version of either of these would be a fine start. I would help here but I don't do C++ unfortunately
  • I seem to remember that Gideros with LuaJIT was faster than the TNTCollision in C++. I don't know about circles though.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
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  • For an open and flexible physics engine I'd still go with Box2D. If you use it right (limit the amount of dynamic objects at any time) it's quite efficient, and, to me, it's nice to have the physics taken care of, so you can focus on the game.

    Hardon Collider, despite its rubbish name, appears to be good, I would like to hear reports about it. Reading the docs it supports polygon shapes and circles; earlier In was under the impression it could only handle non-rotated rectangles.

    Likes: antix

    My Gideros games: www.totebo.com
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  • Hardon Collider is good. I found it a bit slow but I think when used with something like LUAJit (or whatever it is) then the performance should be much better. it does any polygonal shape, circles, and points and evernthing can be rotated. Hardon Collider doesn't have any collision resolution code, it just tells you there are collisions and you have to figure out the rest yourself.

    Personally my favorite is Bump. That ones ONLY does axis aligned bounding box collision but it is very fast and has some collision resolution built-in. It's fantastic for things like platform games where there are no slopes and stuff.

    Likes: totebo

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