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Sep 19, 2014 at 18:55 comment added William Morrison Yeah, I misunderstood your problem. Please link to your project, I think that's the only way this is going to be resolved.
Sep 19, 2014 at 18:53 history edited William Morrison CC BY-SA 3.0
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Sep 19, 2014 at 18:06 comment added BungleBonce Well @WilliamMorrison, to be honest, I have a way of setting a boolean such as 'inContactWithSlope' so knowing when to use it wouldn't really be a problem - do you know the maths behind such interpolation or any source on the web somewhere where I can read up on this? Also, if the slope is at a constant angle, that would surely still be 'linear' by definition? Thanks, I find this interesting but even more interesting that there doesn't seem to be any info out there that I can see....
Sep 19, 2014 at 15:50 comment added William Morrison I don't know how commercial games handle this, I'd guess they allow some invalid penetration of objects in the render routine. Yes, you can find an interpolation routine which works along a 45° slope, but how will you know when to use that routine, or linear interpolation without having your render logic aware of physics? Any interpolation ignorant of your physics logic will always fail in some cases.
Sep 19, 2014 at 14:28 comment added BungleBonce Luckily this is only for 1 sprite, but I wonder, lets say I have 2 points along a 45° slope, surely there must be some equation to 'guess' or 'interpolate' the position along that slope no @WilliamMorrison? There must be a way to do this surely? :-( Otherwise it's double collision for me and I really don't like this fix, it seems like a hack. I'm wondering how commercial games get around this when they interpolate.
Sep 19, 2014 at 13:48 history answered William Morrison CC BY-SA 3.0