Timeline for Sensor based vs. AABB based collision
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 27, 2013 at 13:55 | history | tweeted | twitter.com/#!/StackGameDev/status/350251011383894018 | ||
Jun 26, 2013 at 19:52 | vote | accept | Hillel | ||
Jun 26, 2013 at 19:16 | history | edited | Hillel | CC BY-SA 3.0 |
deleted 1 characters in body
|
Jun 26, 2013 at 18:20 | comment | added | ClassicThunder | But anyways it is kinda hard to answer your question because you are asking for a comparison between a way to represent shaps and how a shape should interect with the world. If you ask what are sensors and how to use them for 2d platformer physics I'm sure you can get an excelent answer. If you want to know how the math behind AABB search around a bit and if you find no such question (I seem to remeber a few though) alter your question to ask that. | |
Jun 26, 2013 at 18:19 | answer | added | Sean Middleditch | timeline score: 5 | |
Jun 26, 2013 at 18:15 | comment | added | ClassicThunder | Sensors are often AABB or Spheres, the terminoligy is in reference to how they are treated in a physics simulator such as Box2D. Often people will use multiple smaller boxes to make a more accurate representation of a larger box. Sensors are used with physics simulators because they don't respond to contact and simply pass though things only change thier state of no collsion or collision. This can be used to alter the players positioning to push them out of walls for very basic collsion handling instead of a simulated responce. | |
Jun 26, 2013 at 18:10 | history | edited | House | CC BY-SA 3.0 |
removed open-ended request for tutorials and thanks
|
Jun 26, 2013 at 17:55 | history | asked | Hillel | CC BY-SA 3.0 |