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Pushing Objects Halts Everything...

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Hi guys, In my game you can push objects around by moving up to them and continuing to move like this:



You are the little 'o' and the object is the big 'O'. Also, the big 'O' is a moving object. At first, my collision detection would register a time 0.0 while the object was being pushed and the other objects wouldn't move, so I made a special case to prevent that which seems to work fine. But now I have another problem. You can "trap" the moving objects, for example: if a ball is moving left and right you can push a box against it so that the ball gets "trapped" between the box and a wall. The problem is that the balls are self-propelled so it keeps bouncing back between the wall and box, causing a collision at time 0.0 or a time very slightly after that which results in the other objects practically halting. It looks like this: |O| where the O moves left and right a tiny bit or not at all. If you move the box away the ball escapes, which is what it should do. What is a good way to handle this ? Also, in general, what is a good way to handle collisions recurring repetively at time 0.0 ? Any help is appreciated. [edited by - Endemoniada on August 15, 2003 11:04:26 AM]

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When I met something like this (continuous collision, I called it), I put the object to sleep for a given period of time. On wakeup, if one path was clear, it moved, if not, it went back to sleep for a longer period, and so on.

This way, if something is trapped long enough, it ceases to be an element in the update cycle.

Maybe the idea will work for you?


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