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Difference between revisions of "Bounding box"

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(Put the rectangle part in scare quotes since it's a diamond)
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A '''bounding box''' or "bounding rectangle" is an invisible diamond that the game creates when agents are injected into the world. It allows the game to get a sense of the size of an agent, using the first image in the [[c16]] sprite file to do so. A common spriting error is to create sprites of slightly different dimensions, or make your agent take a different [[POSE]] where the new sprite has different dimensions (e.g. [[carrot]]s going from upright to laying down) resulting in a "bounding box error". This can be resolved by making sure your sprites are of exactly the same dimensions.
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[[Image:Bounding_box.png|150px|left|frame|Bounding box of a Robot Toy and a Warp Portal]]
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A '''bounding box''' is the rectangle that surrounds the physical core of an object. The physical core of the object has a diamond shape, fitting precisely inside the bounding box. The physical core is used by the engine to get a sense of the size of the agent and is created when the agent is first injected into the world, using the first image in the [[c16]] sprite file.  
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If an agent uses sprites that have different sizes, changing the [[POSE|pose]] of this agent (e.g. [[carrot]]s going from upright to laying down) also results into recalculation of the physical core. If the recalculated physical core is in an invalid spot, this throws a "bounding box error". This can be resolved by making sure all the sprites have the same dimensions.
  
 
==See also==
 
==See also==
 
*[[CORE]]
 
*[[CORE]]
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*[[DCOR]]
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*[[ETCH]]
  
 
==External links==
 
==External links==

Revision as of 03:31, 29 May 2019

Bounding box of a Robot Toy and a Warp Portal

A bounding box is the rectangle that surrounds the physical core of an object. The physical core of the object has a diamond shape, fitting precisely inside the bounding box. The physical core is used by the engine to get a sense of the size of the agent and is created when the agent is first injected into the world, using the first image in the c16 sprite file.

If an agent uses sprites that have different sizes, changing the pose of this agent (e.g. carrots going from upright to laying down) also results into recalculation of the physical core. If the recalculated physical core is in an invalid spot, this throws a "bounding box error". This can be resolved by making sure all the sprites have the same dimensions.

See also

External links