vbGore Free Online RPG Engine

Revolutionizing Visual Basic ORPG Development
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 Post subject: Collision Mapping in VBGORE...
PostPosted: Tue Jul 21, 2009 6:10 am 
+3 Gloves of Agility

Joined: Sat Jun 23, 2007 9:42 pm
Posts: 151
Been looking at new ways for mapping and came across this idea.
http://www.thesacredlands.com/downloads/collision_map_example.jpg

Now the First Picture is the Map itself. as the player see it.

The second image would be a invisable layer, White you can walk, black you cant.

With this the whole image is the map, the black n white it another "tile" that is placed on it that tells the map where the player can and can not walk. It allows for more free flow movement. Instead of square blocks you can have curves walkways, or even trees too, a round trunk instead of a squared off section where the player can not walk, works great with pixel by pixel movement instead of square by square.

A good idea for some maps I think...IDK wanted to hear some opinions. Ideas how this could be done in vbgore...


Last edited by Neonyo on Tue Jul 21, 2009 2:33 pm, edited 1 time in total.

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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Tue Jul 21, 2009 8:58 am 
Slave to the BB

Joined: Sat May 12, 2007 6:20 am
Posts: 3842
Location: Behind you!
Image = fail!


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Tue Jul 21, 2009 2:34 pm 
+3 Gloves of Agility

Joined: Sat Jun 23, 2007 9:42 pm
Posts: 151
Fixed its a huge image so wont let me post it up here gotta click the link.


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 4:47 am 
Aleron Coder

Joined: Fri Jan 05, 2007 5:36 am
Posts: 2964
Location: Germany
rewrite it to pixel movement....

:x


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 9:18 am 
Slave to the BB

Joined: Sat May 12, 2007 6:20 am
Posts: 3842
Location: Behind you!
Zanval wrote:
rewrite it to pixel movement....

:x

I agree with Zanval if you want complicated images like that to be in your game your best off using pixel movement although your probably going to need pixel based collision detection as well.


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 11:04 am 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
That wouldn't require pixel collision, just polygonal. Likely, what you would want to do for something like that is:

1. Provide an editor to draw the walkable areas, or collision areas, onto the map. The editor should emphasize the use of rectangular-shaped paths like the image above.
2. When saving, have the editor join together the shapes at the overlaps, forming 1 or more complex polygons that do not touch/overlap.

Then either:
3. Use triangulation to break down the polygon into triangles and use triangular collision detection.

or

3. Break the polygons up so that you have only convex polygons, then use a convex polygon collision detection.

You can find more info on both step 3's on the web.

As for putting this into vbGORE... I wouldn't recommend it at all, especially seeing as vbGORE's movement is tile-based.


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 1:22 pm 
+3 Gloves of Agility

Joined: Sat Jun 23, 2007 9:42 pm
Posts: 151
Well if I had changed it from Square based movement to Pixel movement the polygonal collision should work out right?


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 3:54 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
If done right, it could work, yeah.


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 5:59 pm 
+3 Gloves of Agility

Joined: Sat Jun 23, 2007 9:42 pm
Posts: 151
Only thing im afraid of is it would mess with alot of built in stuff for vbgore. NPCs was a one concern. Hmm guess trial and error see what happens


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Wed Jul 22, 2009 8:31 pm 
Illegal Operation

Joined: Sun Jun 07, 2009 3:09 pm
Posts: 417
Location: poririn-poriri-pori-pororocca
I did pixel-based movement and axis-aligned bounding box collision detection on a tile-based engine, imo wasn't worth it. I ended up going back to tile based movement. You are better off using higher resolution movement (16x16 movement tiles instead of 32x32), the thing you mentioned is useful for side-scrollers, 3d games, or even non-tilebased overworld games.


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 Post subject: Re: Collision Mapping in VBGORE...
PostPosted: Thu Jul 23, 2009 3:23 am 
+3 Gloves of Agility

Joined: Sat Jun 23, 2007 9:42 pm
Posts: 151
ok, maybe will try that then, thanks


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