-
Basically, set the blast lines to each individual stage and store them as segments that have collision detection listeners.
-
Hey guys,
I finished hacking a simple benchmark together. It's pretty ugly code, but I think it's good enough to work with.
It's a simple 2d graphics renderer that does a little collision detection.…
-
I'm a little new to GDScript and I like the Template so far. I like it so much that I want to adapt the shooting logic to enemies.
Right now, I'm trying to adapt the RigidBody projectile logic to …
-
The collision detection process often produces duplicate values; this is expected because each object can produce up to four (2D) or eight (3D) distinct indices, and each one must be tested independen…
-
Hi,
I've recently noticed that four sacks won't stack on each other might be due to the model of the flour stack -> than to collision detection for stacking on each other. I guess
![foulurSacks…
-
Since it is now possible to use `fixed_update()` and the motion of the physical body is now separated from the visual model, it is possible to significantly improve the smoothness of collision detecti…
-
Collision detection is all separated into separate instances.
As such, when a Blocker hits the Player and moves that Player into a Wall, there is no check for that collision.
When the Player moves…
-
As far as I can tell this has always been the case:
Labels with `rotation-alignment: map` are usually more likely to use `symbol-placement: line`, and they're mostly fine because collision dete…
-
```
Overall frame rates have been dropping continously with the addition of more
and more features (texture animation, transparency, collision detection,
placeables). In some of the larger zones thi…
-
Any chance of seeing something like:
``` javascript
world = VerletSystem({
gravity: [0, 500],
min: [0, 0],
max: [width, height]
onCollision: function(pointA, pointB, force) {}
});
```…