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  • 4 votes cast
Jul
9
awarded  Critic
Jul
8
comment Organizing movement, collision detection, and collision resolution
Only doing 1 iteration was the reason why I used Approach A in those games, it is faster. However aslong as the number of objects is small there should be little difference. Thank you for your answer!
Jul
8
accepted Organizing movement, collision detection, and collision resolution
Jul
8
accepted Game getting progressively laggier?
Jul
8
comment handling wars in multiplayer browser game
@user3052629 If you like my answer, make sure to accept it. This let's others know that it has been answered. As for the libraries, I suggest looking for reviews/demos of them and making a decision based on that.
Jul
8
answered handling wars in multiplayer browser game
Jul
8
comment Organizing movement, collision detection, and collision resolution
Are there any cases at all where Approach A is better than B? I've made games with only mobile to static collisions (player characters and stage), so the problem you mentioned didn't apply. Is B still better in those situations?
Jul
8
asked Organizing movement, collision detection, and collision resolution
Jul
7
awarded  Supporter
Jul
10
comment Game getting progressively laggier?
I can try that, however answers I get on here can be useful for my later projects or in case I don't manage to improve anything after profiling.
Jul
10
revised Game getting progressively laggier?
added 736 characters in body
Jul
10
awarded  Commentator
Jul
10
comment Game getting progressively laggier?
Basically it does not have any intervals, it has a state variable which represents if the jump button is pressed. Then during every game step it checks if that state variable is true, if it is it basically moves the player further upwards, and if it isnt anymore it makes him fall normally. It also has a value that represents the maximal amount of time it will keep speeding upwards until it starts falling automatically. To interpolate some stuff related to the jumping I use Math.log() wuite a few times.
Jul
10
comment Game getting progressively laggier?
Well I have objects, which are players. Those don't need collisons yet, so they dont have any. Then I got my Platforms, which are described by 2 x values and one y value, and I basically check if a player "collides" with the line described by those values my platforms have.
Jul
10
comment Game getting progressively laggier?
@Tharwen That's one problem, I dont want to have to post my full code here, not only because I dont want you looking at it but also because it would be quite alot to put into a post here.
Jul
10
comment Game getting progressively laggier?
what do you mean by brute force collision detection?
Jul
10
awarded  Editor
Jul
10
revised Game getting progressively laggier?
added 133 characters in body
Jul
10
comment Game getting progressively laggier?
You sure about it? It's 32 KB of code, I really dont want to "force" anyone to read that much code. What I acctually wanted was some sort of list or something of things that cause such behaviour in general.
Jul
10
asked Game getting progressively laggier?