Timeline for Tile based collision detection failing when player is going too fast
Current License: CC BY-SA 3.0
8 events
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| Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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| May 21, 2011 at 18:25 | vote | accept | Sven van Zoelen | ||
| May 21, 2011 at 18:25 | comment | added | Sven van Zoelen | I implemented the max velocity y and tweeked the gravity and player jump physics. And it works like a charm. Thanks for the link and information! | |
| May 21, 2011 at 18:21 | comment | added | CiscoIPPhone | There is a terminal velocity for things falling in real life so you'd actually be making it more realistic =) | |
| May 21, 2011 at 18:15 | comment | added | Michael Coleman | You should definitely have a max falling speed. This would help tremendously and I don't think it would be a huge deal to the player. | |
| May 21, 2011 at 15:07 | comment | added | Sven van Zoelen | I implemented the first method and increased the frame rate to 60. Now I still got the problem that the player goes trough the ground (sometimes). My tiles are 16x16. Maybe a max velocity y? The second method sounds good, but I'm wondering how to get the lines of the blocks close to the line from the start to new postion line to find the intersection. | |
| May 21, 2011 at 12:11 | history | edited | CiscoIPPhone | CC BY-SA 3.0 |
added 343 characters in body
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| May 21, 2011 at 11:57 | history | answered | CiscoIPPhone | CC BY-SA 3.0 |