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Sep 12, 2015 at 6:06 history tweeted twitter.com/#!/StackGameDev/status/642580059698630656
Jul 13, 2015 at 15:59 answer added Xayim timeline score: 0
Mar 17, 2015 at 12:00 answer added Emir Lima timeline score: 0
Jan 16, 2015 at 0:23 answer added RandyGaul timeline score: 1
Jan 15, 2015 at 22:11 comment added NauticalMile ahh, ok. That helps. For wall-jumping (according to this answer), you could calculate the direction vector between the center of mass of your character, and the point of contact. Whenever the jump button is pressed, apply an impulse away from the wall along that vector. Does that work for you?
Jan 15, 2015 at 20:45 comment added Kreed No. What I need to know is positionally, is the object I'm colliding with above, below, left, or right of my object? For example, if I'm colliding with a Wall to the Right, and I'm not on the ground, then I can walljump to the left.
Jan 15, 2015 at 20:25 comment added NauticalMile The issue of 'which side is colliding' is a little vague. Will you always have an entire side of your fixture overlapping? Couldn't you just have one point of the green fixture inside the black one?
Jan 14, 2015 at 23:26 review First posts
Jan 14, 2015 at 23:32
Jan 14, 2015 at 23:24 history asked Kreed CC BY-SA 3.0