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## Behavior
https://github.com/user-attachments/assets/561d0e70-f53c-4b42-ac7a-15e9d675285b
My current parameters in-engine are:
version: `^0.30.0-alpha.964`
```ts
physics: {
arcade:…
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### Describe the bug
Using non-standard resolutions (512x448 in this case) will cause the collision boxes to appear seriously misaligned.
512x448:
![ikemen004](https://github.com/ikemen-engine/Ik…
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**Is your feature request related to a problem?**
Prettier Plug-ins can collide with each-other: https://github.com/tailwindlabs/prettier-plugin-tailwindcss/issues/31
**Describe the solution you'd…
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The current Axis-Aligned Bounding Box implementation doesn't properly resolve collisions.
A more robust implementation should offer:
- normal vector of the collision edge (used for negating/reflect…
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Axis Aligned Bounding Box
(direct replacement for the one we use commonly)
https://www.npmjs.com/package/aabb-2d
https://www.npmjs.com/package/aabb-3d
https://www.npmjs.com/package/aabb
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Currently when a tank hits a wall, it simply kills all of its velocity. It would be better if it just killed its velocity in the direction perpendicular to the wall, while allowing the tank to "slide"…
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Players push enemies incorrectly when changing directions and it can cause the player to jump around and even jump into an inanimate object, causing them to freeze, and freezing the monster they were …
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```
What steps will reproduce the problem?
1. Create a class with the following methods:
public static void M(IDictionary arg1, string arg2)
{
}
public static void M(IDictionary arg1…
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Perhaps break out a table of collision functions by shape,other_shape type?