You are browsing as a guest. Sign up (or log in) to start making projects!

3h 25m 25s logged

collision stuff

been working on a collider system.
still pretty early and not hooked into EngineLib yet, but most of the basic backend + editor stuff is there

planning to expose it to scripts in a similar way to how Unity handles collision callbacks / triggers, but that’s for later…….

collision

added a new ColliderComponent with:

  • box and circle colliders
  • offsets
  • size / radius
  • trigger support

collision system currently handles:

  • box vs box
  • circle vs circle
  • box vs circle
  • collision normals + penetration depth
  • ‘trigger’ collisions

also added a CollisionWorld that keeps track of collisions between frames and generates Enter, Stay, and Exit events. mostly groundwork for when I hook this into EngineLib…

collider editing

colliders are editable from the editor

theres a collider inspector widget for changing the shape, offset, size/radius, and whether it’s a trigger, plus a viewport gizmo for directly moving and resizing them

collider edits also go through the undo system, because every new editor feature needs to become an undo/redo problem eventually……… :D

other editor fixes

  • entity copy/paste now copies the whole child hierarchy instead of only the selected entity
  • pasted hierarchies keep their parent relationships
  • added copy/paste to the entity and UI context menus
  • fixed stale entity / UI selections after the thing being selected gets deleted
  • fixed single-key shortcuts like V, T, R, etc. firing while Ctrl/Alt/Shift was held
  • keyboard camera movement no longer fights with Ctrl/Alt shortcuts
  • a few smaller include / cleanup things

mostly collision work though. next step is probably getting the collision events into EngineLib and experimentiung w. it

its still a bit jank of course but it works i guess :DDDDD

0
30

Comments 0

No comments yet. Be the first!