Still need to figure out how "bings" are related to each other, since there are three pointers (could it be parent/child?, next?, conditional next depending on collision status? e.g. "go there if it collides, else go there"...)
mr.rubinshtein
I think the logic should be simple since game was written on old engine
adrientd
especially it's an old engine that uses lots of (not necessarily simple) tricks to minimize computation for improved performance on the limited console hardware at the time
mr.rubinshtein
i see
pegperegogaucho
What are some of the tricks they used?
adrientd
I mean generally they designed most classes to be memory efficient and fast to walk through
pegperegogaucho
So, i guess on the left and right are the two things to check collision for, but what are the "/ : /" ?
adrientd
🤷
adrientd
I guess it doesn't check for collision
adrientd
but maybe used as some sort of intermediary node?
pegperegogaucho
it references collision nodes, surely it must not be just there for visuals... You were talking about conditionals earlier?
adrientd
Yeah, that's what I am thinking
adrientd
Maybe the "bings" are in some sort of tree hierarchy, and some nodes might not do any check but do regroup other nodes.
adrientd
Just some hypothesis
pegperegogaucho
At least he can damage you now
Download Collision.mp4:
pegperegogaucho
Progress...
pegperegogaucho
pegperegogaucho
how long did it take you to notice this?
adrientd
How much exactly idk xD
pegperegogaucho
@adrientdYou know this, if I have an object FullID, how do I increment its object number?