Thanks to Andrzej Kilijański and our physics engine Kraft, we add two features to our physics support:
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We now support triggers. A trigger is a rigid body through which other objects “pass through”, but it still reports a collision. This is useful to observe when something passes through something else.
E.g. coins in “Mario” games could be implemented as triggers — when player collides with them, they are consumed, and player does not “bounce off” them like from a wall.
An example of using trigger is available in examples/physics/physics_2d_collisions, the green rectangle acts as a trigger there.
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You can adjust physics properties by adjusting
SceneManager.PhysicsProperties.Xxx
. See the TPhysicsProperties docs.
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