xvelocity/yvelocity or Physical Response

Non-platform specific questions.

xvelocity/yvelocity or Physical Response

Postby Just4Fun » Fri Feb 27, 2004 4:08 pm

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
Last edited by Just4Fun on Sat Feb 28, 2004 2:44 am, edited 1 time in total.
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Postby ingsan » Fri Feb 27, 2004 10:49 pm

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.
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Postby Just4Fun » Sat Feb 28, 2004 2:46 am

Ok,Ok,
I've corrected it. Thanks for your comments.
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Postby makslane » Sat Feb 28, 2004 2:08 pm

The demos was made with GE 1.0. PhysicalResponse is a 1.1 feature.
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