1. The platform must be passiveThis is due to the fact the platform could be carrying several objects and must remain "unaware" of this.2. Having a "reference GOB" is fundamentalNot only walking on a platform involves Bilou (or other "character" GOBs) to have controllers that look at the behaviour of other GOBs. It also happens … Continue reading platforms (at last ?)
Category: core
Les collisions
Les collisions, c'est probablement un des éléments les plus important de la gestion des sprites dans un moteur de jeu. Outre l'aspect purement technique "y a-t-il ou pas collision" et l'aspect d'optimisation "comment tester les collisions entre N sprites (potentiellement (N*N-1)/2 calculs) en un temps raisonnable", il y a le côté "logique du jeu": comment … Continue reading Les collisions
World Collisions
Left alone, testpoinst are not really a satisfactory way to handle collisions between objects of a game and the world.First they don't cover enough and cannot catch all the odd situations. Testpoints are points and they cannot detect the case where you're jumping through a corner unless you have many of them (up to one … Continue reading World Collisions