What Rectangle and Circle Collision Shapes Really Mean (A Certain Ratio)

lycettebroslycettebros Member, PRO Posts: 1,598
Based on some experiments of ours at lycettebros we can share the actual meaning of these terms.
Rectangle collision shapes are square or rectangle based on the outer limits of the X width and Y width of an actor. This is logical and no real surprise.
The unforseen change is with Circle based collision shapes. A circle based collision shape is exactly a circle (no oblongs) AND its diameter is determined by the SHORTEST side of the actor. So in rectangular shaped actors look at the shortest length (height or width) and make that the diameter of a perfect circle and place that circle in the exact center of your actors bounding box (that is the collision boundary).

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Yes this is how it has been as long as I have been using GameSalad. :)
  • lycettebroslycettebros Member, PRO Posts: 1,598
    It is not defined in the 'Definitions' so hopefully this post will help someone. :)
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Good Find!! I'll make sure GS sees this thread. Hopefully they will update that definition.
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