Actors Sensing Tension or Compression

DoManDoMan Member Posts: 102
edited November -1 in Working with GS (Mac)
A little physics question, how would you use an attribute to sense if an actor is being crushed, or compressed?

Comments

  • old_kipperold_kipper Member Posts: 1,420
    Interesting question. My answer is born of my own experience and they may well be better informed answers to your question.

    Crush and compress are not standard attributes. Under normal circumstances you can check for 'is overlapping', or collides, but 'how stacked between' or the combination of 'weights' of objects of either side of an actor are things that you could do, but I think you could build the system up yourself. To do this you would have to pass information of any touches and 'size', 'weight', from connecting object and read them in the crushed object.

    This question make me think that you have something in mind particular in mind? It would if you managed to build up the system, to make the 'crushed' object react- squash, moan, or possibly explode.

    I've not seen a demo or example file that does the exact system you desire, but it would not have to be too difficult if you had only a target object that reacted and didn't return info. But like linked joint systems (that are not implemented yet but are on the roadmap), currently the return reaction from what happens to the crushed object (if you rely on the internal physics), can be haphazard and difficult to control. Not so much the contraction of a crush but any expansion from the crush as it would mean a size change in the crushed object that would need to push out, and this is hard to do as it would mean overlapping and not just colliding.

    I hope this helps

    kipper
  • DoManDoMan Member Posts: 102
    Thanks, I'll have a look into that. Seems pretty complex, I wonder if i should put this into a features request. I'm sure people would love to hear that GameSalad had such awesome physics. But at the moment, I guess it will have to be DIY. If someone has a pretty stable prebuilt system, they could send it to the developers team to maybe implement it in a future update or version.
  • DoManDoMan Member Posts: 102
    Oh, for the reticular cause, I have a little space ship on the screen. if it flies into a block and pushes it into a whole lot of other blocks, it will make a big messy pile up and will clog up the entire screen. I Was just needing the main body of the pile up to maybe squeeze to take up less space or pop out of existence. May seem a bit minor, but i'm sure their are many many people that could make angry birds 2, or other physics marvels with it. Maybe i'm not the best candidate for such a powerful weapon.
  • DoManDoMan Member Posts: 102
    That is very very clever! I honestly would not have though of that. I'll give it a try now. Thanks!
  • DoManDoMan Member Posts: 102
    It seems that my math skills are far too minuscule to fully execute a functioning function of such great complexity and powerful purpose. I may need this to be put in lay-mans terms. sorry for me being such a silly. thanks for any patience.
  • old_kipperold_kipper Member Posts: 1,420
    Respect to Uptimstik. I shall be using that idea.

    kipper
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