Registered Member
|
I welcome the new design for integration with Box2D, making separate Physics classes. But in the process collision detection was lost for the not physics classes. Maybe some Box2D algorithms could be used to provide this feature.
Of course, there is no need for KGLEngine to check collision between all items. It should be done manually by the developer.
connect(post, SIGNAL(readSignature()), qapp, SLOT(quit()));
|
Registered Member
|
Anyone?
I think that having a virtual method for this in KGLItem or KGLBaseItem is a better design than using external helpers.
connect(post, SIGNAL(readSignature()), qapp, SLOT(quit()));
|
Moderator
|
The plan is actually to completely separate the two, so that we can create a Sprite Render Component and a Collision Component, which do not depend on eachother. This will allow us to swap these things around and not have them depend on eachother, so you can have a KGL rendered game with ODE collision components or a 3D-rendered game with Box2D collisions.
|
Registered Member
|
Thanks. It seems interesting that kind of flexible design. I'll have to rethink my solution.
connect(post, SIGNAL(readSignature()), qapp, SLOT(quit()));
|
Registered users: Bing [Bot], Google [Bot], kesang, Yahoo [Bot]