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Thread: 2 Dynamic PMO objects colliding?

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    2 Dynamic PMO objects colliding?

    I was wondering if anyone knows if it's possible to have proper collision between 2 of the same object using Nifflas' Dynamic PMO example?

    Dynamic PMO

    I think it can be done with fast loops but I'm not sure how.

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    Re: 2 Dynamic PMO objects colliding?

    Nifflas may know. The best solution I think is to experiment.

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    Re: 2 Dynamic PMO objects colliding?

    That's actually very difficult due to the way MMF2's object selection work. Something that would make it easier would be a single condition to compare if an alterable or fixed value is equal one out of two values, so that you can interate through every possible "pair" and test for overlap between them. Right now, I don't know a way filter all the objects except two based on two different ID's (either using an alterable value or fixed value), because when I select the first by the unique ID (and thus filter out the other objects of that kind) I can not unfilter the second.

    So, with an extension for "fixed of object is either x or y" this would be quite easy with some help from the foreach object. Until then, I guess the best answer is to use a single detector to represent the second object you want to test.

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    Re: 2 Dynamic PMO objects colliding?

    Oh wait, I forgot you're using the PMO too. There's another problem as well. As soon as you're testing for overlap between two objects, the position of the second object will be the one it had before being altered by events during the current main loop. Since the PMO's collision detection is based around moving around the object while testing for overlap, it would detect the incorrect position for the second object.

    It's very difficult to get two objects that moves during the same main loop to interact consistently. I once gave up on a game idea because of this.

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    Re: 2 Dynamic PMO objects colliding?

    Oh so this isn't just a pmo problem its a problem of collision between 2 of the same object in the same condition. That's a drag. What if I were to have 2 different objects with the same collision code that would create themselves based on if they overlapped the same object. So if object 1 overlapped another object 1 it would destroy itself and replace it with object 2. That way the same objects would never overlap. Could that work?

    Like this
    http://img835.imageshack.us/i/060511135704.jpg

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