A free open source JavaScript raycasting library is now available for 2D game work, with 10 interactive examples to show practical uses. It focuses on the core question of what …
Flame Engine v1.38.0 lands with breaking changes, led by input-system work that makes gesture registration more resilient and adds new callbacks for long press, scroll, tertiary tap, and hover cancel. …
TooOld2rock-nRoll wrote: On those situations, when too much is happening at the same time and anything could be responsible for my problems, I start taking shit out of the equation! …
JoeJ wrote: Eventually you have some feedback loop here, where the player affects the camera but the camera also affects the player. This could cause issues like jitter. The camera …
TeaP0s3 wrote: However, it won't call the AreaEntered2D signal again because they technically haven't stopped overlapping after a few tries. Counter argument: If two boxes are in contact, e.g. after …
JoeJ wrote: Sounds you call the collision resolve after the drawing. Reversing order should fix it. When I say they overlap for a frame, I mean that at higher player …
TeaP0s3 wrote: The players will visibly overlap for a frame before the function is called. Sounds you call the collision resolve after the drawing. Reversing order should fix it. TeaP0s3 …
I'm on the same path, just now started thinking about physics. All your issues are expected, go play Marvel vs. Capcom if you didn't for a wile, all those things …
I've been stuck trying to figure out how to program character collision in a 2D fighting game. Specifically for player movement, not for attacks. I'm using Godot, and my current …
Box3D is now open source on GitHub: a 3D physics engine built as a Box2D-style fork for games that need custom collision, CCD, multithreading hooks, and deterministic large-world simulation. It …
Box2D·
opensourceunrealphysics-enginebox2ddeterminism+1
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