Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

11991 Posts in 1587 Topics- by 3509 Members - Latest Member: lioneltenel

26. May 2012, 10:42:37 pm
Xith3D CommunityXith3D InternalsDeveloper discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)JOODE abstraction layer for scenegrahps
Pages: 1 [2]
Print
Author Topic: JOODE abstraction layer for scenegrahps  (Read 3579 times)
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4381


May the 4th, be with you...


View Profile
« Reply #15 on: 12. February 2007, 04:57:38 pm »

I quite don't like this one solution : it's just pushing back the problem to the user.

I agree.

OR maybe why not use ONLY collision listeners which use anyway only one Collision instance ?

Is this really possible? If you're doing a 1xn collision test, then there could be many results, that cannot be stored in only one Collision instance.

Marvin
Logged
'n ddrylliog
Moderator
Guru
*****
Offline Offline

Posts: 1188



View Profile WWW Email
« Reply #16 on: 12. February 2007, 05:09:28 pm »

Let me explain : you have a listener/callback. When that listener is called, it choose to create a copy of the Collision or not (or to create another Object which could be used for collision solving, e.g.)

You see ? Only the necessary objects are created..
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4381


May the 4th, be with you...


View Profile
« Reply #17 on: 12. February 2007, 06:31:18 pm »

Let me explain : you have a listener/callback. When that listener is called, it choose to create a copy of the Collision or not (or to create another Object which could be used for collision solving, e.g.)

You see ? Only the necessary objects are created..

Oh, yeah. When only checkCollision() methods with callback parameters are used, then it is possible.

Marvin
Logged
Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic