World Limits

I think it would be handy if you “borrowed” a feature from Torque2D (aka Torque Game Builder) – World Limits.

World limits define the boundaries for objects in your game. It can be the same size as your camera view, or larger.

When an object hits the world limits you can specify certain things to happen:

OFF: The world limits are not even tested by the object.

NULL: The world limits are tested, but no action is taken when the object reaches the limits; it just continues on its way. This mode is used in combination with the Callback checkbox to script your own responses to reaching the world limits.

BOUNCE: The object bounces off the world limits in a simple, pong-like way and doesn’t include spin.

CLAMP: The object slides along the world limits and will not move past them.

STICKY: The object stops all movement when it touches the world limits.

KILL: The object deletes itself when it touches the world limits.

Once I started getting into Torque I found world limits to be a very handy concept. I know you guys (Ansca) are looking at off-screen culling and things like that to improve performance, I think world limits fits into that very well. And it’s handy to have when programming a game. :slight_smile:

Jay
[import]uid: 9440 topic_id: 9350 reply_id: 309350[/import]