A player and the world are modeled using a physics engine. Jumping is modeled by applying a vertical upward force to the player's physics body when the jump button is pressed. The upward force is ...
There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and ...