Timeline for Minecraft-style player-gound collision detection
Current License: CC BY-SA 3.0
4 events
when toggle format | what | by | license | comment | |
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Oct 29, 2011 at 17:28 | vote | accept | CommunityBot | ||
Oct 29, 2011 at 17:13 | comment | added | William | @khyperia, Yeah, that's the idea, also, if I'm not moving in a direction, there are no checks performed in that direction. A key element to this detection, is I check both directions before actually moving the entity, which is a common issue people run into. I also fix the velocity rather than the position, making sure the entity never enters the space of the tile. | |
Oct 29, 2011 at 17:04 | comment | added | user10835 | Wow. Ill have to study this a bit. So you split up horizontal and vertical detection into two parts... And you use velocity to determine which direction to react to... interesting... Thanks, though. Ill leave it unaccepted for a bit to see if anyone else has suggestions. | |
Oct 29, 2011 at 16:51 | history | answered | William | CC BY-SA 3.0 |