Timeline for Platformer Starter Kit - Collision Issues
Current License: CC BY-SA 3.0
6 events
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
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Jun 14, 2012 at 23:43 | comment | added | Mike Cluck |
That's where things get tricky. This particular system of collision resolution doesn't do well with FPS spikes but you can work around it for most cases by clamping your change in position. Vector2 change = velocity * elapsed; change.Y = MathHelper.Clamp(change.Y, -MaxFallSpeed, MaxFallSpeed); Position += change;
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Jun 14, 2012 at 23:02 | comment | added | Cyral | After more debugging, What about fps changes? How could I change the maxSpeed to work with fps (ie. If fps is 30, and Tile.Height is 16, what should maxspeed be?) | |
Jun 11, 2012 at 20:31 | vote | accept | Cyral | ||
Jun 11, 2012 at 20:31 | comment | added | Cyral | Awesome explanation! (Hey my drawing skills are no better, thats why Im coding the game) I set the max fall speed to 256(16 per frame) it works great! I knew I was close. Thanks! | |
Jun 11, 2012 at 20:18 | history | answered | Mike Cluck | CC BY-SA 3.0 |