Sparky's little Cube World Project

Don’t think it is, but getting them looking nice could be :wink:

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] ).

  • If the value for multiplying is 1, then the whole vector will be applied.
  • If it is lower, the vector will be used with the lower values and then resetted to 0. I am still working on my strafing algorithm, so I am not talking about that now.

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. :slight_smile:

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. :slight_smile:

Thats looks sweet :wink:

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 :wink:

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.