@ENDESGA I have an extra check to see if there is a slope tile above the current tile (block tile), if so, I consider the slope tile and not the block one. And I need to have a block tile under slope to avoid passing through a big slope layout.
@ENDESGA https://t.co/TKEpYtpfO2
It's my implementation, BUT, I just realized that I just have one collision point for the player (foot) and in your implementation it seens you have more than "one foot". You are considering only the bottom most point in the player?
@ENDESGA Nice! I'm doing the same this time. I've tried sat before but pre calculated tile heights are very efficient and gives broad phase for free. It's the same way Castlevania sotn was done.
3d render from scratch without graphics api. It's a slow journey to get into gpu render pipeline but first understanding the fundamentals from scratch.
#javascript#render#3d
@pikuma I added in my vector class, an static method "fromAngle(angle, length)". angle is in degree, inside this method I convert degree to rad with a const variable that is "calculated" only once: const toRad = Math.PI / 180. ever I want to convert degree to rad I do: 45 * toRad. =)