- redearth
- |
- Exalted Member
"If you push this button. Someone. Somewhere will die.
BUT.
You will, hey wait! Didn't you wanna hear what you'd get first!"
Posted by: Deactivator2
The problem with interlocking is that the code for collision would be pretty crazy. Currently, it runs something like:
If something is within my bounding volume, I'm colliding
If not, I'm not
With interlocking....oooh.....
If something is within my bounding volume, I'm colliding...unless its something "special", and now i have to check to make sure that other thing colliding with me is a valid "interlocking" object and not a player (for example) so something that's not supposed to go thru me doesn't
If not, I'm not
So its doable, but has the potential to slow down the game. Plus, if it didn't work out correctly, there would be lots of crazy wacky behaviors with colliding objects trying to push each other away but they can't because they're interlocked so can't be seperated....
I definitely see the benefits of it, and it would be desirable for forgers, but if its not tested thoroughly and made sure to be completely bug free, there's a lot of potential for exploits if anyone happens to find out how to manipulate interlocked objects.
That could be changed with a different code. How about,
If I am touching object with code = x then do not allow it to go through.
Quite simple, as interlocking only pertains to objects that can't move. Furthermore, we could add code:
If button y = checked then code = x
And
If code = x then object is immovable
That would allow us to flip objects from movable to immovable, and interlockable to uninterlockable.
But to prevent a lag crash when an immovable object turns movable they would need to add a slightly shrunken down version of the object inside of it, and add code:
If inner frame touches other bumpmap and object is turned movable delete object.
Possible, and without lag.