Timeline for How to differentiate landing on top of an object from falling down the side?
Current License: CC BY-SA 4.0
12 events
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| Nov 25, 2019 at 9:46 | comment | added | Luaan | A simple way would be to compare the aspect ratio of the velocity vector and the collision overlap. If the aspect ratio of the overlap is higher, you reached the top; otherwise, you hit from the side. Note that this is not perfectly precise (it essentially assumes the velocity didn't change during the interpolation between two frames, which isn't true), but it's simple and usually looks fair :) Alternatively, you can just rewind the physics simulation to find the exact point of contact, which gives you a precise answer. | |
| Nov 25, 2019 at 0:45 | comment | added | wchargin | It sounds like you're detecting collisions by checking for intersections at discrete times (i.e., once per frame). This is a fine naïve approach, but suffers from lots of problems, including tunnelling. Consider looking into other approaches, like swept collision detection, that properly simulate time-continuous processes rather than just their discretizations! | |
| S Nov 24, 2019 at 16:59 | history | suggested | NotThatGuy | CC BY-SA 4.0 |
Title which more accurately and meaningfully represents what the question is asking.
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| Nov 24, 2019 at 16:51 | review | Suggested edits | |||
| S Nov 24, 2019 at 16:59 | |||||
| Nov 24, 2019 at 3:50 | vote | accept | weno | ||
| Nov 24, 2019 at 3:01 | history | tweeted | twitter.com/StackGameDev/status/1198436336082051072 | ||
| Nov 24, 2019 at 2:12 | history | became hot network question | |||
| Nov 23, 2019 at 21:34 | answer | added | DMGregory♦ | timeline score: 48 | |
| Nov 23, 2019 at 18:19 | history | edited | weno | CC BY-SA 4.0 |
added 12 characters in body
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| Nov 23, 2019 at 18:11 | history | edited | weno | CC BY-SA 4.0 |
added 100 characters in body
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| Nov 23, 2019 at 18:05 | review | First posts | |||
| Nov 25, 2019 at 3:52 | |||||
| Nov 23, 2019 at 18:03 | history | asked | weno | CC BY-SA 4.0 |