Cuboid actor box.

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Expand view Topic review: Cuboid actor box.

Re: Cuboid actor box.

by Gutawer » Thu Dec 07, 2017 2:02 pm

Worth noting that they're always AABBs, too - The collision box doesn't rotate with the actor's rotation.

Re: Cuboid actor box.

by Gez » Thu Dec 07, 2017 7:45 am

Well they're more properly prisms with a square section, since their height is separate from their width.

Re: Cuboid actor box.

by Rachael » Thu Dec 07, 2017 7:20 am

All actors are already cubes. They're unable to be anything else.

Re: Cuboid actor box.

by Apeirogon » Thu Dec 07, 2017 7:18 am

What? Why wiki dead silente about this?
How I can make ideal cube actor?

Re: Cuboid actor box.

by Rachael » Thu Dec 07, 2017 5:57 am

GZDoom does not support cylindrical hitboxes, so this feature is already in. The opposite has already been denied.

Cuboid actor box.

by Apeirogon » Thu Dec 07, 2017 5:55 am

Parallelepiped or cuboid, if be more precisely.
Because when there is a need in more or less flat actor it need dance around cylinreds with radius/height equal to 1.

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