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seen Dec 7 at 13:09

Dec
7
comment Manual response when 2 shapes made of rectangular volumes collide
The difficult part is that it must be done same frame the collision is detected. Take into account that if you just place the moving volume on top of the taller static volumen dected it could still collide with a volume that was on this static volume. This collision will be detected next frame, so, it is not a valid solution.
Dec
7
comment Manual response when 2 shapes made of rectangular volumes collide
Yes, I have a bunch of different rectangular volumes and I want them not to be colliding with the rectangular volume I am moving. So, when the rectangular volume I am moving collides/penetrates the static ones it should be placed on top of them in order to make the volume do not penetrate the static volumes anymore.
Nov
29
comment Getting child collider when collision occurs in compound object in unity3d?
I have added a bit more of information to the question.
Nov
29
revised Getting child collider when collision occurs in compound object in unity3d?
added 1457 characters in body
Nov
29
revised Getting child collider when collision occurs in compound object in unity3d?
added 1457 characters in body
Nov
29
revised Getting child collider when collision occurs in compound object in unity3d?
edited title
Nov
29
asked Getting child collider when collision occurs in compound object in unity3d?
Nov
27
asked Manual response when 2 shapes made of rectangular volumes collide
Oct
18
awarded  Popular Question
Oct
9
comment What are the common techniques to translate game ideas into game mechanics?
I don't think this too broad. This is one of the key cocept in game design. We, newcomers, want to know about the methods used to accomplish this. There are degrees where this kind of things are explained so, there is a theory behind them and for sure the would be well-known best practices to achieve it. Don't know why this was put on hold :/.
Oct
9
revised What are the common techniques to translate game ideas into game mechanics?
My previous edit was interpreted incorrectly to be directed towards the question author as opposed to the intended audience, those who would answer. This edit tries to clear that up.
Oct
9
revised What are the common techniques to translate game ideas into game mechanics?
My previous edit was interpreted incorrectly to be directed towards the question author as opposed to the intended audience, those who would answer. This edit tries to clear that up.
Oct
9
revised What are the common techniques to translate game ideas into game mechanics?
Added a statement clarifying that we're looking for actual experiences answerers have had with their own game ideas in attempt to keep this somewhat objective and not just an opinion based answers
Oct
9
asked What are the common techniques to translate game ideas into game mechanics?
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
Ah, I see, I was looking into this last week. By the way I sent you an email will my contact. Thanks again.
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I like this idea. I had in mind something like this as I said before about the computer playing itself through the level. A new point of view I can extract from your answer is that you seem not to carve but build the level as the player traverses it. Sorry but I wasn't able to find any information about jump-back-ability here. I would really like to have a talk with you through skype or anyting about this subject because my head is full of ideas to implement at this moment. Could it be possible? I will then add all the important points here if people is interested.
Aug
20
accepted Procedual level generation for a platformer game (tilebased) using player physics
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I have rewritten the question. I realized there was a lot of not needed text. Now I have tried to concentrate in the terrain reachability problem.
Aug
20
revised Procedual level generation for a platformer game (tilebased) using player physics
deleted 1987 characters in body
Aug
19
revised Procedual level generation for a platformer game (tilebased) using player physics
added 678 characters in body; edited tags; edited title