Don’t think it is, but getting them looking nice could be
You could use some four leaf rose and cardioid formulas to get some good results…
BTW - what do you do when a collision occurs, do you check for collision before allowing movement?
Thanks
Don’t think it is, but getting them looking nice could be
You could use some four leaf rose and cardioid formulas to get some good results…
BTW - what do you do when a collision occurs, do you check for collision before allowing movement?
Thanks
I am not sure, if my approach is really that good, but I do it like that:
Since my movement is based on velocity and friction, when I move the player, a constant value times delta (in ms) is added to the velocity vector. So, when I am checking for collision, I am testing it with my velocity vector. After collision check I cap the vector by multiplying it with the time value of the collision check ( a value in [0,1] ).
Thanks for that,
Not really sure though what you meant though, lol.
Hey!
Just wanted to say that I am stopping my activity on this project. I have learned so many new things through it, but I am also getting a bit tired of it. After all it is just a clone of minecraft.
I am now working on another project which I plan to finish. Honestly, I will do this! 8)
But it will be only 2D.
I will not make a topic for the new project for now. This will be done, when there is enough material and a demo to test it.
All that I can say now: currently I am working on my own particle generator for the game. This is what it looks like:
(don’t mind the skyrim screenshot in the back. Just trying not to let it look too empty, simulating some ingame stuff…)
3E-qU5dYwiU
Thank you for your support on this project and see you soon on the next one.
Thats looks sweet
Not been on for a while as porting code to C++, will keep you posted!
That looks very smooth, will be interesting to see what you do with it.
Thats looks sweet
Not been on for a while as porting code to C++, will keep you posted!
That looks very smooth, will be interesting to see what you do with it.