09-06-2013, 12:49 PM
(09-06-2013, 12:38 PM)YinYin Wrote: Well what do you do when bdy and itr overlap too far anyway? Do characters get stuck?I snap them to the closest position, where they won't be in collision with the platform.
(09-06-2013, 12:38 PM)YinYin Wrote: I think you should slowly push them outwards thus having a perfect slip if you go off the platform.I considered something like this, but at the moment most of it was just a sketch, and I settled on what was fastest to code.
If I do implement the outwards push, I might also change the vertical collision.
I will be releasing the source code though, so if you want you can make the edits yourself.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.