Timeline for 2d Collision detecton axis aligned boxes
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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May 12, 2011 at 6:43 | answer | added | BigSandwich | timeline score: 2 | |
May 3, 2011 at 0:56 | history | edited | yelnats | CC BY-SA 3.0 |
added 100 characters in body
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May 2, 2011 at 3:04 | answer | added | Olhovsky | timeline score: 0 | |
May 1, 2011 at 21:01 | comment | added | yelnats | Well the player never gets rotated but yeah they do have a bounding box. | |
May 1, 2011 at 20:59 | comment | added | Ray Dey | Is your player modelled with an AABB box? | |
May 1, 2011 at 17:32 | answer | added | brandon | timeline score: 0 | |
May 1, 2011 at 17:00 | comment | added | yelnats | It is the latter. I don't really have much of a physics engine, it's just has velocity. No friction or anything advanced. Velocity is set to 0 as soon as you stop pressing buttons as well, so it's not too hard. | |
May 1, 2011 at 16:32 | comment | added | brandon | It's pretty important to know which physics engine you are using or if you are making your own. The latter would require a much more advanced answer. | |
May 1, 2011 at 5:07 | history | asked | yelnats | CC BY-SA 3.0 |