09-08-2013, 10:07 AM
(09-06-2013, 11:50 PM)Azriel Wrote: standing on the edge of a platform, and the character's footprint shrinks to make him not stand on the platform -> force a staticly sized footprint per characterWhile I'm not forcing any specific size, that would be the only real solution in the current implementation.
(09-06-2013, 11:50 PM)Azriel Wrote: standing beside a platform, and the character's bdy "grows" into the platform because the character changes to a different frame -> statically sized bounding box for the character's bdy (also solves the dash-into-a-platform-and-your-character-moves-fuzzily problem)Again I'm not enforcing anything but it would be the best solution for this in my code.
If the bounding box changes the character will be bumped out of the platform so he isn't colliding with it any more.
(09-06-2013, 11:50 PM)Azriel Wrote: walking right into a platform on your right, and you walk left, but when facing left, your bdy extends backwards (to the right) and "into" the platform -> only check collision for the "front face" of the direction your character is moving with the platform. not fool proof, so i made the character's bounding body symmetrically mirrored.In my implementation the character is bumped out of the platform, if this happens. In order to avoid it the bdy needs to be mirrored.
(09-06-2013, 11:50 PM)Azriel Wrote: stacking platforms -> every object stores the y value of the highest platform beneath it (floor value). you cannot move beneath this value.Since currently only characters are supported in the dll and most characters don't have an itr/kind: 14 I haven't given this any thought.
The current implementation doesn't keep track of a maximal (since up is moving the negative direction) y value, and simply reimplements all the code, used by LF2 when hitting the ground, for collisions with a platform on the y axis.
Therefore I don't see there being any inherent problems with this in the current implementation, on things other than characters are properly implemented.
(09-06-2013, 11:50 PM)Azriel Wrote: walking up sloping platforms / stairs / ramps -> not solvedAlso not solved here. I don't think implementing it in the current code would be too hard though.
(09-06-2013, 11:50 PM)Azriel Wrote: treadmill platforms (standing on it moves your character, kind of like the boat in Kingdom LF2) -> not yet solvedHaven't seen the boat in Kingdom LF2.
That said I believe I understand the question, and and I believe adding this to the dvx and dvy values in the itr would solve this and be rather easy to implement in the current code I have.
(09-06-2013, 11:50 PM)Azriel Wrote: moving platforms (super magical stuff)If we were to stay close to real life physics he should be partially "glued" to the platform seeing as it moving downwards would also pull the air downwards and with it the character, but if it is moving too fast (which is gonna be even stronger than gravity) he should go into the air. This would probably create some other problems though, such as the character getting stuck falling and landing, so from a gameplay perspective, either avoiding fast moving platform or gluing the character would be best I think.
standing on a platform, and the platform moves downwards -> should we glue the character to the platform? should we make the character go "in the air" if the platform moves down faster than gravity pulls the character down?
(09-06-2013, 11:50 PM)Azriel Wrote: standing on a platform, and the platform moves upwards -> move the character up with the platformYup.
(09-06-2013, 11:50 PM)Azriel Wrote: x/z-axis moving platforms -> if the character is on the ground, how much should we glue their movement with the platform's? when the character jumps, how much of the platform's movement should we put into the character?From a gameplay perspective I'd say fully "glue" the character to the platform. From a physics perspective mostly "glue" the character to the platform, but have him slip off when it is moving at high speeds.
(09-06-2013, 11:50 PM)Azriel Wrote: what if a moving platform squishes you into another platform? -> not solvedNot solved either. Currently the character would wriggle like crazy between the two platform. The last one in the array of objects would be the one with the final say in the character's position.
For solving the issue I would say pushing him out of the platforms would be the best solution I can come up with.
(09-06-2013, 11:50 PM)Azriel Wrote: what if you are standing on two (or more) different platforms moving different directions? -> not solvedEither pick and prioritize one of them based on a certain algorithm that I don't know how should work. Or avoid scenarios, since they really shouldn't happen anyway.
(09-06-2013, 11:50 PM)Azriel Wrote: moving platforms with treadmill effects -> not solvedSince I've implemented neither I don't know of any problems that might pop up, but I don't foresee any provided the treadmill, and moving platforms work without bugs.
(09-06-2013, 11:50 PM)Azriel Wrote: stacked moving platforms -> @.@Some sort of complex rule of handling platforming in a specific order so platforms not on top of stuff not top of stuff will be handled before stuff on top of stuff which will be handled before stuff on top of stuff on top of stuff etc.
Essentially recursion/inception/magic.
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.