Collision mask bit limit

Coz
Posts: 10
Joined: Fri Mar 02, 2007 8:02 pm

Collision mask bit limit

Post by Coz »

I have groups of objects( let's say, characters ) bound that won't ( and shouldn't ) ever collide. However, the problem is that right now, I have 4 different group of objects( 4 types of characters ), but most likely that will grow into 16 groups of objects.

Besides those groups, I would need another group for particles, another one for static geometry, and a few others. If I could have 32 groups of objects, everything would be peachy.

Then I check the API docs, and the collision masks passed to addRigidBody are represented by a variable of type short. Any reason for not using a long instead?