Timeline for How do I merge colliders in a tile-based game?
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
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Nov 25, 2018 at 19:06 | answer | added | user1145716 | timeline score: -4 | |
Jun 6, 2018 at 20:17 | vote | accept | Felipe Müller | ||
Jun 6, 2018 at 4:34 | history | tweeted | twitter.com/StackGameDev/status/1004220006077526016 | ||
Jul 24, 2016 at 20:30 | answer | added | Felipe Müller | timeline score: 3 | |
Jul 23, 2016 at 0:17 | comment | added | Felipe Müller | @JoshPetrie I don't know how to do both of them, but if there was an answer to just one part I think it would be helpful still. | |
Jul 23, 2016 at 0:15 | comment | added | jgallant | Cool! Maybe if you have time you could post the solution in case other unity users would be interested in how you pulled it off. | |
Jul 23, 2016 at 0:14 | comment | added | Felipe Müller | @Jon thanks! I managed to apply this library into my project and its working. The only thing is that some of my collisions areas were still being divided where they shouldn't be, I don't know if this is a problem with my position precision, witch I checked and it doesn't seem to be, or if it's and issue with the library itself. Fortunately the library has an offset feature witch I used to expand my polygons a tiny bit outside, just to make them touch, and this got rid of all the separations. | |
Jul 22, 2016 at 16:10 | comment | added | user1430 | You're right they're both part of the process, but if you already know how to do one or the other, that clarification can impact potential answerers. | |
Jul 22, 2016 at 16:04 | comment | added | Felipe Müller | @JoshPetrie I think checking witch colliders need to be merged, and executing the merge, would be two parts of the whole process, unless the algorithm somehow makes this checking be unnecessary. | |
Jul 22, 2016 at 15:44 | comment | added | user1430 | Are you asking how to take two adjacent colliders A and B and combine them and their collision polygons? Or are you asking how to, given an arbitrary collection of colliders, determine which ones form a set of adjacent, connected colliders so you can merge them? | |
Jul 22, 2016 at 10:28 | comment | added | jgallant | I've done this in the past using the Clipper libs: angusj.com/delphi/clipper.php | |
Jul 21, 2016 at 21:52 | review | First posts | |||
Jul 21, 2016 at 21:52 | |||||
Jul 21, 2016 at 21:50 | history | asked | Felipe Müller | CC BY-SA 3.0 |