The bug was in the order of checks for collision and player movement. Checking for collision after player moves resolved laggy/slow landing.
The second bug was in the players y velocity being a floating point, causing issues in comparison. The fix was to take math.ciel(dy) in collision handler. Now, player no longer falls thru platforms unexpectedly, however landing seems snappy.
The bug was in the order of checks for collision and player movement. Checking for collision after player moves resolved laggy/slow landing.
The second bug was in the players y velocity being a floating point, causing issues in comparison. The fix was to take math.ciel(dy) in collision handler. Now, player no longer falls thru platforms unexpectedly, however landing seems snappy.
Next steps would be to make landing look smoother