Timeline for Should I use attack effect collision to detect when damage is dealt? [closed]
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Nov 28, 2017 at 10:23 | history | closed |
Nicol Bolas Jimmy doppelgreener Stephane Hockenhull MrCranky |
Opinion-based | |
Nov 16, 2017 at 14:47 | answer | added | sjoerd216 | timeline score: 1 | |
Nov 14, 2017 at 2:57 | comment | added | Jimmy | Possible duplicate of How are bullets simulated in video games? | |
Nov 13, 2017 at 16:25 | comment | added | CLo | Not saying this is a duplicate, as this seems to be more related to RTS than FPS, but understanding hitscan versus physics simulated bullets might help frame the question better: gamedev.stackexchange.com/questions/13650/… | |
Nov 8, 2017 at 2:19 | comment | added | DMGregory♦ | There are usually a million ways to do anything. ;) To help narrow the field to the methods that will work well in your game, it's useful to include more details about the game you're building and what kinds of damage scenarios you need to handle. Do you have any particular cases that either style 1 or style 2 does not handle well? If so, please edit your question to tell us about those, and we can suggest ways to solve those specific issues. | |
Nov 8, 2017 at 2:05 | review | Close votes | |||
Nov 28, 2017 at 10:23 | |||||
Nov 8, 2017 at 1:46 | comment | added | Nicol Bolas | This is way too game-dependent to give an answer to. | |
Nov 8, 2017 at 1:35 | history | asked | shell | CC BY-SA 3.0 |