Closed Alucard648 closed 7 years ago
Also apparently walking horizontally from one block to another resets horizontal velocity. This is why mid-air movement seems faster.
Wired that debug info printed at you so wired, mayby a some bug in the fonts at you? I'll try to set Courier New font. At me font printing works fine
For me, it looks like this: Windows 7 sp1. Also the same pic shows new issue from newest snapshot: since you expanded character size, he sometimes fall into one-block wide holes, sometimes refuses to do that at all. Another issue with slopes: on rare occassion when walking down slope, vertical velocity resets to 0, which causes character to "bump" off slope.
That wired, because at job I have same Windows 7 sp1. About stumbling at rectangular block's corners, that I saw too, so, trying to fix that
EDIT: Just found that corner stumbling effect causes zeroing of Y velocity on coming to bottom of the slope :stuck_out_tongue_winking_eye: I think, I have idea how to fix, will try that
All of those troubles are been resolved, I'll upload new snapshot bit later. Alone task I have - improve accuracy of cliff detection and don't hit crusiging cellings or while stucking between slope and selling
Will it be possible to have things like:
s, including being able to push massive stacks of NPC
s under certain conditions.1) yes, that very important 2) That is not hard, while collusions are working fine 3) that is not hard to, just using another collision solving formula for pushable npcs 4) that is not so easy to have physics with rotation of elements, and need to use very another formulas for collision processing which is not compatible with current physics
Okay, those bugs are been fixed. If you wish keep new suggestions, please in new issue