@AxiomVerge I would really like to know the approach that you took to implementing the AV platforming mechanics. Could we talk about it?
mTraceJumpVelocity = -2.0f * (float)THTraceFlags.BASE_JUMP_HEIGHT / (float)THTraceFlags.BASE_JUMP_TIME; mTraceGravity = 2.0f * (float)THTraceFlags.BASE_JUMP_HEIGHT / ((float)THTraceFlags.BASE_JUMP_TIME * (float)THTraceFlags.BASE_JUMP_TIME);
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What method of collision detection/resolution did you use? I've looked into a lot of different approaches and haven't had much luck getting a stable implementation.
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It's all separating axis theorem with tiles (and a horrible cluge for slopes) http://www.metanetsoftware.com/technique/tutorialA.html …
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