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How should collisions work?

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1 How should collisions work? on Tue 05 May 2015, 4:10 am

Hydracol

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I've already decided against pure title movement, as it feels restricting.

The scenery is mostly tile based but no objects are ever bound to tiles (both static and movable objects). Tiles are 50x50.

Let's pretend there is a rock in the pathway. The rock takes up only part of a tile and will stop the player if he or she runs into it.

But specifically... should the player stop when actually colliding with the rock? Or when the player collides with the tile containing the rock?



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2 Re: How should collisions work? on Tue 05 May 2015, 7:42 am

Voo


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Hydracol wrote:should the player stop when actually colliding with the rock? Or when the player collides with the tile containing the rock?
I'd say the actual rock itself. Would feel more natural.

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3 Re: How should collisions work? on Tue 05 May 2015, 10:59 am

QueenC


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Yeah what Voo said. : )

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4 Re: How should collisions work? on Tue 05 May 2015, 12:03 pm

Hydracol

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The caveat is that this is more performance intensive. I will see how it works and most likely give a test version for each different way.

But thanks for the feedback!


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