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#143

I know that type of collisions, but they seem not to work with Circles

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#144

How do I get the area? I forgot… it was the radius times pe or something like that right?

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#145

Pi times radius squared.

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#146

Oh yeah it was pi not pe… I’m dory rn…

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#147

Does what I said make sense? I tend to over-explain stuff…

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#148

Yeah! I’m naturally very good at understanding…

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#149

Nice!

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#150

This the operation? (πxr)squared
R=radius
@BumpSplatGaming.Co?

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#151

Yup.

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#152

Ok and how do I use it to detect collisions?

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#153

Like u said that when it is inside that area, it would be detected, but using what formula? @BumpSplatGaming.Co

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#154

You need sine and cosine for the detection.

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#155

Ohhh, this is getting interesting…

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#156

Is it working?

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#157

Nope idk the formula…

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#158

https://c.gethopscotch.com/p/1032zxwetb

This is what I got, you know how to open this projects right?

#159

heres a shorter but more complicated from coan

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#160

But I got a question, if y variable is equal to y position, how does this work?

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#161

Oh and have u checked the project I linked?

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#162

160th post boi

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