@Brunnoob I check in a range of tiles that the diamond area covers. In your case, what happens when the corner of a block goes in between the bottom single point and one of the sides? Soft-collision? There's a lot of potential corner-cases that I've been working through
in my spare time I've been improving this - before I post a how-to thread, and I just wanted to share a little tidbit that's somewhat satisfying:
the length of the entity's edge is the difference between the height and the width.
I find it neat, just because of how simple it is
those who have been following me since the early NYKRA days know that I've had a long relationship with grid-based collision systems.
after more than a decade I finally found a relatively efficient/reliable way to not only have slopes but have better player geometry.
still WIP ๐ค
> TWENTYSIXTEEN _
What a crazy decade... I've gone and remastered (along with tempo adjustments and tweaks) 9 of my favourite songs from 2016, along with a new one to finish it off!
It's free! Enjoy!
https://t.co/JIPkuPqYEs
> TWENTYSIXTEEN _
What a crazy decade... I've gone and remastered (along with tempo adjustments and tweaks) 9 of my favourite songs from 2016, along with a new one to finish it off!
It's free! Enjoy!
https://t.co/JIPkuPqYEs
It's been so cool spending time with Thief: The Dark Project Remastered!
We cannot wait for you all to play this; like every other Nightdive project, this has so much love and care poured into it.
@Brunnoob I tried SAT near the start, but found another method more reliable: It just travels in <=1 pixel increments across the velocity, using each tile's surface height. The grid itself is the "broad phase", since it also only collision-checks when the pos-to-tile changes
@denisbondare If there's zooming and stuff then that's okay!
But I think it's important to maintain some restrictions: Solid colors (no fading/gradients), black background. So dithering would fit really well within that.
Best of luck, I'll be keeping an eye on this!
@denisbondare Bonus points if you lock everything to the pixel grid if it isn't already! Because that paired with dithering it will look really good in my opinion - as someone who's obsessed with pixel art haha
those who have been following me since the early NYKRA days know that I've had a long relationship with grid-based collision systems.
after more than a decade I finally found a relatively efficient/reliable way to not only have slopes but have better player geometry.
still WIP ๐ค
@xXxRickyPissxXx Yes. It's making some compromises - like ONLY allowing 45-degree slopes, but a lot of the math collapses down to really minimal checks. And it's definitely more efficient than a capsule etc.
I'm still finding ways to improve it, but I'd love to make a post going over the code
@xXxRickyPissxXx Capsules use more complex mathematics to describe the semicircle parts of the capsule. Whereas this has a different set of math due to the diamond angles being the same as the slopes - it simplifies a lot. Circles of any kind are often more complex than simple y=x gradients
@macsmol I mean it should be fine! It's just checking a big array, so if the array changes then that should be fine. Placing blocks/slopes might have issues, but with a boundary check it should be fine