Timeline for AABB Collision Problems in SFML
Current License: CC BY-SA 3.0
11 events
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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Mar 1, 2016 at 20:21 | history | bounty ended | omni | ||
Feb 26, 2016 at 7:56 | comment | added | omni | gfycat.com/SaneGlamorousFalcon heres a gif if it helps | |
Feb 23, 2016 at 22:02 | comment | added | bpgeck | @omni sorry but I can't seem to figure out the problem :/ | |
Feb 23, 2016 at 18:36 | comment | added | omni |
Yeah sorry, changing what you recommended didn't fix the bug and introduced a new one. Thank you for helping though. I don't think the problem arises when the width and height of collisionRect are equal; instead, I think it;s a problem with phasing through the block in between frames, as the bug only occurs when you hold down the direction towards the block.
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Feb 23, 2016 at 18:04 | comment | added | bpgeck | @omni I have updated my answer by the way. I looked at your code for a while and this is the only thing I could come up with. Let me know if it works. If not, then I'll get back to the drawing board haha | |
Feb 23, 2016 at 18:03 | history | edited | bpgeck | CC BY-SA 3.0 |
added 645 characters in body
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Feb 23, 2016 at 3:04 | history | edited | bpgeck | CC BY-SA 3.0 |
added 940 characters in body
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Feb 23, 2016 at 2:38 | comment | added | omni | Also, I've already seen all the things you've linked. None of them apply to my specific problem. | |
Feb 23, 2016 at 2:31 | comment | added | omni | Thanks for the answer. Should I be setting velocity to 0 when a collision is detected like I'm doing? | |
Feb 23, 2016 at 0:57 | history | answered | bpgeck | CC BY-SA 3.0 |