Timeline for How do I prevent my platformer's character from clipping on wall tiles?
Current License: CC BY-SA 3.0
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Jun 11, 2012 at 17:49 | comment | added | Sean Middleditch | Yeah, just do a rectangle-line collision. Only simplified because the line is always axis-aligned. You can just decompose your box-box check. | |
Jun 11, 2012 at 16:21 | comment | added | David Gouveia | Can you clarify how to ignore some edges during collision? I usually see collisions being detected as the intersection of two rectangles (the player bounds and the tile bounds). When you say not to check collision against individual edges, does it mean that the collision algorithm is not a rectangle-rectangle intersection but something else? Your description makes sense, but I'm unsure what the implementation would look like. | |
Jun 10, 2012 at 22:09 | history | answered | Sean Middleditch | CC BY-SA 3.0 |