Timeline for Collision detection on a 2D hexagonal grid
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 2, 2018 at 13:30 | history | tweeted | twitter.com/StackGameDev/status/1002905374008233985 | ||
| S Jun 1, 2018 at 12:16 | history | suggested | Rodia | CC BY-SA 4.0 | Replaced blacklisted 'hexagon' tag with 'hexagonal-grid', posted image from link |
| Jun 1, 2018 at 7:04 | review | Suggested edits | |||
| S Jun 1, 2018 at 12:16 | |||||
| Jan 12, 2013 at 3:51 | vote | accept | SundayMonday | ||
| Oct 19, 2012 at 14:06 | history | edited | SundayMonday | CC BY-SA 3.0 | more info |
| Oct 19, 2012 at 14:03 | comment | added | SundayMonday | @Ken there's a few bugs here and there like occasionally a disc will stick over an existing disc. Also the collisions seem too generous so it's difficult to get into smaller spaces. I can just fix these of course. However I wanted to see if there's a better general approach. | |
| Oct 19, 2012 at 9:08 | answer | added | Markus von Broady | timeline score: 1 | |
| Oct 19, 2012 at 8:29 | answer | added | Liosan | timeline score: 1 | |
| Oct 19, 2012 at 6:58 | comment | added | Ken | Why doesn't it work so well? Or what problems do you have with this implementation. | |
| Oct 19, 2012 at 5:26 | history | asked | SundayMonday | CC BY-SA 3.0 |