Timeline for 2D Boat controlling physics
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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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
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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
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Jan 24, 2015 at 15:27 | history | edited | MBraiN | CC BY-SA 3.0 |
added 11 characters in body
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Jan 24, 2015 at 15:20 | history | edited | MBraiN | CC BY-SA 3.0 |
edited tags
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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 |