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#1

Better collision detection

Archive: 12 posts


I'm not entirely sure if this would fit in the suggestions board, but I think MM should implement some kind of better collision detection. IE, when something with a material tweaker set to indestructable with or without bounce hits something else that's indestructable at a high enough speed, it just goes right through or gets stuck inside the object. This happens with players too, not just objects. I believe when this happens it's the point at which it would normally destroy itself without the tweaker. I think the physics with this really needs to be better. I'm sure it could be done somewhat easily and put into an update in the future.2012-03-26 15:24:00

Author:
Eanikran
Posts: 79


I'm having some collision detection issues of my own.

Two hologram/sticker panel material objects moving toward each other with movers that are set to stop as soon as they touch each other (great for subjective collision), however, either the detection does not go off fast enough, or the movers don't stop fast enough, because they constantly stop only when submerged halfway or so into each other, ruining a great deal of the effect.

At higher speeds or with smaller objects, they'll often not stop at all and instead pass through completely.


I agree that collision detection both for standard materials and the actual collision switch could use great improvement.
2012-03-26 23:02:00

Author:
Ryuhza
Posts: 355


Well...In my experience (Which isn't a lot, but I still have some.) by the time you're going so fast that you go through an object, you're going TOO fast. Most levels won't have you going so fast to the point you'd fly through an object. You'd hit the other side of the stage very very quickly. If you are going that fast, then you should probably kick down the speed so that you aren't flying through objects.2012-03-27 04:02:00

Author:
AdenRalumdan
Posts: 296


Well, for the most part I'm focusing on objects vs objects. I know most levels won't have Players moving that fast unless you're just messing around in create. For example, if you have some sort of overhead track with something rolling along it carrying something heavy, the wheels would either crush themselves or fall through the track (with the tweaker on). In my pinball machine it's quite a big problem (I've noticed it with almost every pinball level I've played), you can't make your flippers swing too fast, meaning a .1 second cycle without losing your ball just about every time. mine are at .2 and it happens even then, and having a slow motor on pinball flippers makes it difficult to hit anything at the top of the playfield. The other side of this is if the flippers do work right and you manage to hit the ball fast enough there's a likely chance it'll get stuck behind something or inside something solid. Making bumpers work correctly is especially notorious for this.2012-03-27 14:20:00

Author:
Eanikran
Posts: 79


Dont expect any physics updates since it can ruin compatibility ;p2012-03-28 23:25:00

Author:
Shadowriver
Posts: 3991


you mean break levels?2012-03-29 23:58:00

Author:
Eanikran
Posts: 79


Let's turn this forum into the Help section.


In my pinball machine it's quite a big problem (I've noticed it with almost every pinball level I've played), you can't make your flippers swing too fast, meaning a .1 second cycle without losing your ball just about every time. mine are at .2 and it happens even then, and having a slow motor on pinball flippers makes it difficult to hit anything at the top of the playfield.

Something large, cam zoomed out, moves slower than something small, cam zoomed in, at the same Mover speed. Also, the mass of large objects can lead to very undesired effects on collisision. Mass is not the same as gravitational effects: something can be weightless but once in motion, it requires a force to stop it; if that force is another object of a lesser mass, then the denser object pushes the other one away.

You have probably already tried this, but if not, think about whether you have created a level on a too large scale. The vertical shooter I am building, at one point, I had to decide to reduce all shapes by 50% scale; they just caused too many problems: sluggishness, collissions, etcetera.


Two hologram/sticker panel material objects moving toward each other with movers that are set to stop as soon as they touch each other (great for subjective collision), however, either the detection does not go off fast enough, or the movers don't stop fast enough, because they constantly stop only when submerged halfway or so into each other, ruining a great deal of the effect.

On the stop event, activate a group (yes, more than one) of basic movers set to 100% deceleration and 0 speed. It should stop the object from moving virtually instantly, whatever velocity it had.
2012-03-30 17:37:00

Author:
Antikris
Posts: 1340


On the stop event, activate a group (yes, more than one) of basic movers set to 100% deceleration and 0 speed. It should stop the object from moving virtually instantly, whatever velocity it had.


Really? More than one mover affects the outcome? Huh... I always thought they conflicted with each other.

I'll try that, but I'm not sure if it's a mover issue or a detection issue.
2012-03-30 21:26:00

Author:
Ryuhza
Posts: 355


The glitched background layer also seems to act like a thin not glitched layer...2012-03-31 00:08:00

Author:
Unknown User


Let's turn this forum into the Help section.



Something large, cam zoomed out, moves slower than something small, cam zoomed in, at the same Mover speed. Also, the mass of large objects can lead to very undesired effects on collisision. Mass is not the same as gravitational effects: something can be weightless but once in motion, it requires a force to stop it; if that force is another object of a lesser mass, then the denser object pushes the other one away.

You have probably already tried this, but if not, think about whether you have created a level on a too large scale. The vertical shooter I am building, at one point, I had to decide to reduce all shapes by 50% scale; they just caused too many problems: sluggishness, collissions, etcetera.



On the stop event, activate a group (yes, more than one) of basic movers set to 100% deceleration and 0 speed. It should stop the object from moving virtually instantly, whatever velocity it had.

Wow, thanks! Leave it up to the infinitely more intelligent people than I am to see through the problem.


The glitched background layer also seems to act like a thin not glitched layer...

Um... how does that relate, if I may ask.
2012-03-31 17:34:00

Author:
AdenRalumdan
Posts: 296


In videogames, movement is just a change of x,y and z position. If the object is moving at a speed of 10 pixels per frame and the wall is 5 pixels wide, there's a high risk of passing through the wall. A quick fix is to store the position before moving, then to check if there is a solid object between previous position and new one. If there is one, teleport back the object to the previous position and move the object towards the wall until it hits it. This whole math is done before drawing the image on the screen, so the player doesn't see the object pass through and then come back. Now LBP's physics takes mass into account, which makes it more realistic, but also way harder to use in arcade games.2012-04-01 23:02:00

Author:
Unknown User


Sometimes when I use wobble bolts, whatever's attached starts to float off.2012-04-02 17:54:00

Author:
lemurboy12
Posts: 842


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