Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Any way to get holo to use physics (collision and bounce)?

Archive: 22 posts


As per the title, I can get collisions using tagged holo, but it has no physical presence, so a hologram circular shot will pass through other objects and never bounce off them. I think that's a fundamental limit with the materials, but maybe someone knows a workaround, perhaps a funky emmiting exploit that gives holo physical properties against physical objects but still pass through other holo?2011-01-26 14:46:00

Author:
Shifty Geezer
Posts: 131


Put a tag follower with "run away" action and a small activate area. Tag the hard surfaces.

Maybe. I'd have to play with it.
2011-01-26 15:53:00

Author:
Biv
Posts: 734


Make some invisible material, overlap it with the holo and glue them together.2011-01-26 17:25:00

Author:
Sehven
Posts: 2188


If the look of your objects doesn't HAVE to be that of Holographic Material, you can always just use the "Neon" material for an easy fix 2011-01-26 17:28:00

Author:
Slaeden-Bob
Posts: 605


I'm making a top-down tanks game based on a Amiga classic that was by far and away the best version i've ever played. It had shots that bounced off walls at, passed through each other, and passed through the tank that fired them, meaning to shoot behind you you could fire in front of you. Hence I need a materials that can both pass through certain objects AND collide with others! I've had to compromise and am using physical shots, but it won't be quite the same. 2011-01-26 23:09:00

Author:
Shifty Geezer
Posts: 131


There is one solution i can think of, but it may limit your design artistically...

Use neon for the bullets, and emit all bullets on a layer above or below the tanks. You could use tag sensors with 'same layer' set to 'no' instead of impact switches to trigger the tank deaths.

Though thinking about it, the bullets would still hit other bullets. Argh... it's a proper puzzle!
2011-01-26 23:57:00

Author:
Bovrillor
Posts: 309


You could use the in/out movers... Its just an idea. Say you create a solid material one layer thick and cover it in holo two or three layers long to make it glow. The solid part could move down along the holo using in out movers. Have a tag sensor on it and the corresponding tags on the tank and the bullets so when it gets near another bullet or the tank the solid part will move to the back layer, missing the tank/bullet. However when its near a wall it can bounce or near an enemy it can blow up or do damage. Its just an idea and you would have to leave the back layer free but since its an amiga game i'm guessing its 2d anyway! Hope you understand what I just said! I'm no good at explaining...2011-01-27 02:42:00

Author:
Dangerlove
Posts: 88


It's pretty easy to make holo bounce off walls. Check out this thread:

http://www.youtube.com/watch?v=GT9AHH4Enqw

Simply replace the glass with holo.
2011-01-27 03:13:00

Author:
Yofig
Posts: 288


There is one solution i can think of, but it may limit your design artistically...

Use neon for the bullets, and emit all bullets on a layer above or below the tanks. You could use tag sensors with 'same layer' set to 'no' instead of impact switches to trigger the tank deaths.

Though thinking about it, the bullets would still hit other bullets. Argh... it's a proper puzzle!It was a agood idea until those rotten bullets messed things up!


You could use the in/out movers... Its just an idea. Say you create a solid material one layer thick and cover it in holo two or three layers long to make it glow. The solid part could move down along the holo using in out movers. Have a tag sensor on it and the corresponding tags on the tank and the bullets so when it gets near another bullet or the tank the solid part will move to the back layer, missing the tank/bullet. However when its near a wall it can bounce or near an enemy it can blow up or do damage. Its just an idea and you would have to leave the back layer free but since its an amiga game i'm guessing its 2d anyway! Hope you understand what I just said! I'm no good at explaining...That isa truly brilliant and mental idea! Not sure it'd work with four players, as a shot wouldn't know when to change layer. But I do like the change-layer idea to move over things.


It's pretty easy to make holo bounce off walls. Check out this thread:

http://www.youtube.com/watch?v=GT9AHH4Enqw

Simply replace the glass with holo.But glass is solid and impacts. If you took that creation and changed the glass to holo, it'd pass straight through the walls.
2011-01-27 10:46:00

Author:
Shifty Geezer
Posts: 131


Here's a mental idea i just came up with...
On the hologram's microchip, place an emitter that emits a thin layer of neon the same color as the holographic behind the holographic. On the neon, place a follower with max speed set to follow tag and no minimum radius, and a maximum radius the exact size as the hologram. Then, attach a tag sensor to the holographic microchip hooked up to the emitter. Also put a tag with the label/color you set the follower to on the hologram's microchip. Finally, Place the corresponding tag wherever you wanted it to collide, and make sure the colliding place is thin. This may be not be resourceful for the thermo, but it's all i can think of.
2011-01-27 12:55:00

Author:
11204
Posts: 111


I know it must be possible, as the Legend of Zelda level that's out there right now has objects that your character can collide with, but that their boomerang can go through2011-01-27 12:55:00

Author:
ZipCity
Posts: 208


I know it must be possible, as the Legend of Zelda level that's out there right now has objects that your character can collide with, but that their boomerang can go through

Pretty sure that one uses the method I mentioned.
2011-01-27 14:38:00

Author:
Bovrillor
Posts: 309


ignore this. The thoughts look good on paper, but i am not able to implement it just yet.

Here's a way you can do it. Let's say you are using a circle for your bullet.

make the shape of your bullet much larger than normal (you can shrink it down to size later). I would use the small grid for this, and make it a size so that the center is a grid square rather than where lines cross. Also make a flattened circle close to the same size.

Now make a small circle of holo material on a flat layer and apply an impact sensor to it that requires a tag, and includes touching. The tag required should correspond to the color of one you place on your walls. Cut holes at even intervals around your main bullet body and paste a copy of this circle in each one. How many you apply will depend on how precise you want your rebounds to be.

Place a microchip on your bullet body and add these items to it: An XOR gate with as many inputs as you have impact sensors, as many AND gates, a selector with as many inputs, as many follow rotators set to follow a tag of the same color, your mover (set to use local space), and an anti grav tweaker.

Run each of your impact sensors into the XOR gate, and into one pole of its AND gate. Run the XOR gate into the remaining input of each AND gate. Now run each and gate into the corresponding node on the selector, and the output of the selector to it's own follow sensor. To make things easier later I would lay out my circuits so the impact sensor at the top of your bullet is run at the top of the microchip, then continue clockwise and place the next one below that on the microchip.

Take your flattened piece of holo and overlay it over your bullet without gluing it. Place a tag of the color required by your follow rotator over each impact sensor on the bullet below (they should all be the same color). On the center of this place a microchip with a gyroscope rotator and anti grav tweaker.

Now slide the flat piece over and label your tags. If you laid out the chip on the bullet body the way I said, then start at the bottom sensor and label it 1, proceed clockwise and label the next 2, then 3, and all the way around.

Back to the microchip on your bullet body, label all of your follow sensors. You want to label them to follow the sensor opposite it. So starting from the top label 1, and below it, 2, then 3, and all the way down. Set your selector so that the node tag in the direction your bullet will begin its travel when emitted is the active one.

If you are like me, this will be the tag at the top of your flat piece. As long as you place your emitter to fire upwards when designing your tanks, it should rotate to match whichever direction you eventually point them.

Apply whatever impact logic you need for when the bullet hits the tanks on the bullet.

slide the flat piece over the bullet once again and attach it using a standard bolt with no strength.

Size everything the way you want it and save it as an object.

I think that covers it. It's not thermo friendly, but it should work at least. I'm sure I missed something in that somewhere, but that should be the jist of it.

EDIT-set your mover to use local space so that its direction changes with the turning.
2011-01-27 16:30:00

Author:
tdarb
Posts: 689


Here's a way you can do it. Let's say you are using a circle for your bullet... (SNIP) ...I think that covers it. It's not thermo friendly, but it should work at least. I'm sure I missed something in that somewhere, but that should be the jist of it.

This guy deserves a freakin' medal if this works!
2011-01-27 17:00:00

Author:
Bovrillor
Posts: 309


well poo...no medal for me. I just noticed that it fails pretty badly because of the delay when turning the main body of the bullet.2011-01-27 17:15:00

Author:
tdarb
Posts: 689


I would think that you could have a ring of holo that when fired, emits a "plug" of invisible material inside of itself. On the invisible material is the logic to bounce off walls, and to damage any enemy tank. On the holo is logic that destroys the plug when it comes in proximity with its owner's tank and once it clears the tank, then it is re-emitted. Your bullets would look like rings unless you covert the whole thing with a thin layer of holo that's visible but has no logic.

I'll have to try this when I get home.

*note* Realized you'd have to make the plug "follow" the holo. But then when bouncing you'd have to have the holo follow the plug. Hmmm.... gotta think this through. I'll experiment tonight.

Is is possible to have an invisible material object be replaced by a holo when in proximity of the owners tank and then when outside of the proximity of the tank it replaces itself with another object of invisible material?
2011-01-27 20:37:00

Author:
Shanghaidilly
Posts: 153


But glass is solid and impacts. If you took that creation and changed the glass to holo, it'd pass straight through the walls.

No, it wouldn't. That's the point of the whole "collision" part of it. I made it myself. If you'd like, I can send you the object or upload pics of it if you want.

What I don't know is how to make something bounce smoothly off any surface at any rotation.
2011-01-27 21:18:00

Author:
Yofig
Posts: 288


What I don't know is how to make something bounce smoothly off any surface at any rotation.

I've been trying to solve this problem too. I want a projectile that remains at a set velocity that accurately bounces off of any surface at the correct angle. So far I've had no luck.
2011-01-27 21:55:00

Author:
Osprey71
Posts: 93


*note* Realized you'd have to make the plug "follow" the holo. But then when bouncing you'd have to have the holo follow the plug. Hmmm.... gotta think this through. I'll experiment tonight.It was a good sounding idea, but I think it'd be pretty buggy even if you could find a way past the switch between who's following who (and for that, maybe spawn a new holo from the solid core in the direction it's facing when it impacts?). Shots have to be able to pass through each other which would mean having to disable the core. And if they are passing through each other by a wall one should impact with, it'll have no core to impact.

As I requested in the Beta, we really could do with collision groupings as supported in any physics library. All object targeted with a Non Collide labelled tag (so shots would be in Shots group) wouldn't have any physical presence with every other object in that group, meaning they'd pass throgh it other with no collision response, but still collide with every other pbject. We then wouldn't be limited to usign holo for pass-through graphics which I think is going to get pretty old looking pretty quickly.
2011-01-28 12:09:00

Author:
Shifty Geezer
Posts: 131


No, it wouldn't. That's the point of the whole "collision" part of it. I made it myself. If you'd like, I can send you the object or upload pics of it if you want.

What I don't know is how to make something bounce smoothly off any surface at any rotation.Okay, you may be right as I didn't properly investigate what you were doing, and having collision tags for both surfaces should work with holo as you say. However, for your glass idea I don't understand why you have a such a complicated system, when a meterial modifier could set bounciness to 100% and the glass would just bounce on its own off all angles correctly. You also take direct movement control, meaning you can't spawn objects with inherited speeds at all, and you'd need differe nt shot objects for each speed you may want. And you can't really build your setup for dozens of spawned pieces of hologram at a time.

I appreciate the idea though.
2011-01-28 12:18:00

Author:
Shifty Geezer
Posts: 131


I see you still don't get it.

With just a material modifier, the object would lose momentum.

And my system is entirely self contained, all you need is tags on the walls.

But like I said before, I still need to develop away to make it bounce off correctly at any angle. Otherwise it will work perfectly.
2011-01-29 20:50:00

Author:
Yofig
Posts: 288


100% bounce shouldn't lose any momentum in a game engine, but I've just created a test of a glass circle with antigravity and material modifier and you're right, it loses speed, which is incorrect. Getting your system of inverting movements working with non horizontal/vertical surfaces is impossible though. The angle of restitution is equal but opposite to the surface normal, which is your perfect 45 degree bounce off a horizontal or vertical surface, but not from a wall at an angle. there's no way AFAIK to get an angle of impact value to adjust a mover, and whatever solution would be a lot of effort. For your pong example, because of the loss of momentum you'r right, a movement system is needed. But that can't be adapted for arbitrary bounce mechanics in complex systems.2011-01-30 19:04:00

Author:
Shifty Geezer
Posts: 131


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.