ShapeEngine, the custom open-source game engine built upon the Raylib Framework made a solo developer – DaveGreen (also know as SoloByte in github), has announced its 3.0.0 major release, introducing significant improvements to its collision handling system. The update refines how collision, overlap, and query information are aggregated and managed within the engine.
Overview:
Previously, collision data was collected on a per-collider basis, with events and functions triggered for each active collider involved. This approach meant that the parent objects of these colliders were not directly informed of collisions. The new system consolidates all relevant information per collision object, ensuring that each parent object is notified of all collisions or overlaps involving its child colliders at the end of each frame. Notably, collisions without specific collision points are now categorized as overlaps.
The update includes the addition of Overlap and OverlapInformation classes, a reworked CollisionInformation class, and enhancements to the Collision class. The CollisionSystem has undergone an overhaul, focusing on CollisionObjects. These changes aim to simplify the utilization of collision data, providing developers with a more intuitive interface for managing interactions within their games.
For a detailed overview of the new features and improvements, check out the full changelog in github: https://github.com/DaveGreen-Games/ShapeEngine/discussions/51#discussion-7642329
Also check out the ShapeEngine‘s socials for more future updates.