Page 1 of 1

xvelocity/yvelocity or Physical Response

PostPosted: Fri Feb 27, 2004 4:08 pm
by Just4Fun
Scripting is still confusing for me. It is easier to use the Physical Response in a collision, but I notice that Makslane uses much more xvelocity/yvelocity scripting in his Demos than he does Physical Response. I imagine that for those gifted in math, xvelocity/yvelocity gives more control over the collision. However, I'm curious:

What is the advantange or disadvantage of each way of doing a collision response? TIA

PostPosted: Fri Feb 27, 2004 10:49 pm
by ingsan
xvelosity/yvelosity


it's xveloCity/yveloCity :wink:

I've been using physical response for a while until i found that GE bugged quite often with that method.

However Physical Resp. is great to allow for ex. ur character to walk on the ground and other elements of the game without having to code all the Collision Events etc...

Also u can simulate for ex. a stair that is ur character may mount up and down an actor Stair without much coding.


Whereas x/yvelocity :arrow: if u want to add conditions (if,while,for...)to ur coding, it's easily changeable.
adn it doesn't really bug :wink:

That's all i know.

PostPosted: Sat Feb 28, 2004 2:46 am
by Just4Fun
Ok,Ok,
I've corrected it. Thanks for your comments.

PostPosted: Sat Feb 28, 2004 2:08 pm
by makslane
The demos was made with GE 1.0. PhysicalResponse is a 1.1 feature.