A few more things are hooked up in the UI to allow spawning entities for testing.  The attributes system is now able to handle a variety of values for each Entity including it’s HP, collision damage, if it collides at all, and if it is controllable by the player.  An optional Behavior is now in charge of creating the illusion of gravity, instead of all entities always being evaluated.

voxel_collisionsThe collision system is now implemented and optimized with an Octree, with actual collisions being evaluated using an Axis-Aligned Bounding Box for each Entity.  It’s much more efficient than a n-to-n comparision, but I still feel like it could be faster.  Perhaps collision spheres instead of AABB.

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