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Hey, I’ll take a look tonight, I see that I’ve omitted examples of using the collision code, I do have a few so I’ll upload them tonight. This is a conversion of the Blitzmax version which had a CheckCollision function that would use casting as you mentioned, but I probably didn’t convert it because callbacks were involved. You have to implement callbacks differently in Monkey so as a result I didn’t implement few features of this collision system yet (like quadtrees for example), but I can’t see why I couldn’t make a checkcollision function that just returns a tlCollisionResult.
Will let you know how I get on š