On Thu, Mar 6, 2008 at 8:57 PM, Drew Smathers <[EMAIL PROTECTED]> wrote:
>
>
>  On Thu, Mar 6, 2008 at 10:49 PM, Nathan <[EMAIL PROTECTED]> wrote:
>  >
>  >  On Thu, Mar 6, 2008 at 8:42 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
>  >  > If you have a bunch of things and one or more actions to perform on 
> them,
>  >  > you should put all of them into a collection object with methods that do
>  >  > what you want to the collection. So rather than have each object test
>  >  > collision with every other (a simple, but rather inefficient 
> algorithm), you
>  >  > would ask the "collision space" object containing all of the objects, 
> which
>  >  > objects collide. If objects collide, then the collision space could 
> call a
>  >  > method on each colliding object saying what it collided with. Or the
>  >  > collision space itself could handle the collisions, though I prefer the
>  >  > former method since you let each object decide it's behavior. For 
> example, a
>  >  > missile object might hit another object. When the missile's 
> "collide(self,
>  >  > other)" method is called, it would explode and call the damage() method 
> on
>  >  > the other object (or something like that).
>  >  >
>  >  > This encapsulates your collision handling (or whatever you do at the
>  >  > collection level) in one place so that the node object just need to know
>  >  > what to do when they collide, not how to figure out who they collide 
> with.
>  >  > It also gives you an easier way to plug in a more efficient algorithm 
> or a
>  >  > different implementation altogether (e.g, using ode)
>  >
>  >  Ooo, I like that idea!  But what's "ode"?
>  >
>  >  ~ Nathan
>  >
>
>  http://www.ode.org/
>

Oh, wow.  That may be worth looking into.

~ Nathan

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