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Timeline for 2D Boat controlling physics

Current License: CC BY-SA 3.0

11 events
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Jan 25, 2016 at 20:51 vote accept MBraiN
Jan 26, 2015 at 23:32 history edited MBraiN CC BY-SA 3.0
Added sample code
Jan 24, 2015 at 19:23 answer added Pieter Geerkens timeline score: 5
Jan 24, 2015 at 16:33 history edited MBraiN CC BY-SA 3.0
added 250 characters in body
Jan 24, 2015 at 15:27 history edited MBraiN CC BY-SA 3.0
added 11 characters in body
Jan 24, 2015 at 15:20 history edited MBraiN CC BY-SA 3.0
edited tags
Jan 24, 2015 at 0:09 comment added MBraiN I want to build something as realistic as possible. I don't want to build something that simple with just rotating the ship.
Jan 23, 2015 at 23:28 answer added Evorlor timeline score: 1
Jan 23, 2015 at 23:26 comment added Peethor This is a very broad question. But it all depends on how complex you want your game mechanics to be. Do you want to take the flow of the water into consideration? Most games just rotate the ship at the press of a button, even without the ship moving. even assassin's creed 4: black flag, the pirate simulator, just rotates your ship when you move the left analog stick. And for a 2d top down game, i would aay that is probably the best way to go about it.
Jan 23, 2015 at 21:58 review First posts
Jan 23, 2015 at 22:21
Jan 23, 2015 at 21:58 history asked MBraiN CC BY-SA 3.0