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**Last Tested On**
2019-05-27 - https://github.com/jpd002/Play-/commit/b0337dbeb2c5a80b955d4c09d84953cde0122fa0
**Known Issues & Notes**
- Memory card doesn't seem to work properly.
- Seems to b…
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This requires that we already have working collision detection from #21.
Goals:
- Vehicles should wait behind other vehicles that they would otherwise collide with.
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Would it be possible to use the simulation on animated avatars?
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For example, if you select 12, 13, 18, and 19 and start dragging 12, the selected doms will be deleted during dragStart, and there will be problems with collision detection.
`react-sortable-hoc` do…
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Right now, the game just bounds the player into a big box. I need to implement a collision detection algorithm that constantly looks around the player for objects/walls.
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Hey all,
I've been using Descartes with collision objects without problem, but I didn't manage to use it with attached collision objects (collision is ignored between the attached collision object …
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currently the function is very bad. the player is actually a circle with a radius. rewrite so the collision and other checking is better and a lot faster.
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### Godot version
4.0.2 Stable
### System information
Windows 10; Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz 2.30 GHz
### Issue description
Corners of CharacterBody collision shapes don'…
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isPointInShape() is currently not putting the shape together right, resulting in each line segment referring to the same side of the game area rather than the interior/exterior side of the object. Th…
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I am working on something with bevy that is not a game. We have no real need for physics, but we do need spatial query. Would there be interest and would it make sense to possibly split this crate up …