# Thread: Wow.

1. ## Wow.

I'm well and truly impressed with this extension !

Right now I'm working on a little online demo using lacewing to play with it, nothing to great and until now the only thing I felt need of was a shadows system.
Is there any plan for a shadow system in the near future ?
Regardless, this is one hell of a work. Congrats !

2. ## Re: Wow.

This extension is really awesome! I hadn't really been paying it much attention until the other day. But it's come along so much. I hope we see some projects using it soon!

3. ## Re: Wow.

Indeed !
btw, I forgot to say there's one thing that is much more urgent than a shadow system: collisions.
Without being able to check for collisions between objects, there isn't much you can do with it.
Nonethless this shows a huge potential, I can't wait until there's a collision system !
It would be hands down my favourite extension (along with lacewing).

4. ## Re: Wow.

Hi NG2,

I'm not sure how involved you want you collision to be, but I've figured out a 2d interface method. I have to run to church, but I'll post about it later if you are interested.

5. ## Re: Wow.

Well, any collision system at all is better than nothing, so yes I'd be very interested to see what you came up with.

6. ## Re: Wow.

He's probably using active objects for the collision, that are then rendered in OpenGL.

7. ## Re: Wow.

After rendering cubes in my software and using pixels as the measurement units, I discovered that the units of movement align with pixels in MMF. So for my purposes, I made active objects that moved 5 pixels at a time and set a ratio of 5 to 50, (or 1 to 10)

That leaves you with 2 options:

You can make your 2d objects the same size as the objects at which point, it will be perfectly proportionate to the 3d object, but kind of large.

Or you can set it up so that it count up fractions (decimals) of a pixel before the 2d active moves a pixel.
This method may be slightly less accurate, but may make more sense if you are making a larger area.

The MMf code on this is pretty basic, but it works.

If you hit the enter button, it will make a new object wherever the “leader” is.
The other buttons let you move around a cube.
This is the beginning part of my level editor algorithms.

Let me know if you have any questions (or ideas

BTW Lightingwars was not a game title.
I called it that because I couldn’t get the texture on or the lighting right

This is the MMF file, so you can see the code

www.dascribe.net/lightingwars21.zip

8. ## Re: Wow.

hey dascribe thanks a lot !
I took a look at the mmf file, and while it's a good start, it's not exactly what I'm looking for.
I can see it working great for a wolfenstein 3d kind of game, but what I need is per-polygon collisions, or even a box-to-box collision system would do.

But still thanks a lot, I'm sure it will be very useful for some people !

9. ## Re: Wow.

Hi NG,

You may have to take the concept a bit to the extreme to achieve your goal. If I wanted to make a 3d fighting game, I would make the shape of the objects coincide with the movements of the 3d models. My version snaps to grid because I want that affect, but with a little bit of testing I could have that same system handling collision with normal movement. The only real trick is to set standards of measurements in both worlds and have an accurate scale ratio. If I get a chance, I will make it with free movement.

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