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Re: [pygame] My take on platform collision detection
> First off, the method of collision detection where you are always
> checking if you overlap a platform is faulty-
> Because when you are moving fast eg. falling, you can move many pixels
> in one frame, meaning that in one frame you are above a platform and
> the next you are below it, When I was making my first platform I had
> this problem, so If I was falling from a height the guy could build up
> enough speed to fall through the floor.
> You can work around this problem by capping the maximum moving speed,
> but it can look like you are floating when you are falling
> and still leaves room for error (jumping on to a moving platform) BTW
> all console platform games I have seen cap the fall speed and some
> even the jump speed.
>
Yeah, that's the strategy I've used. You cap the fall speed at X, and
then you have to make sure all of your platforms have a rect at least X
pixels in height.
I think you really MUST cap your fall speed, no matter what strategy you
employ. If the charactor falls at anything over his height per frame, I
don't think he'd be controllable.
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| Shandy Brown Digital Thinkery |
| shandy@geeky.net http://www.digitalthinkery.com |
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