Author ⇨ @gruen.us
The inspiration for this game ran on like 500MHz computers, so I know it's possible. :)
The inspiration for this game ran on like 500MHz computers, so I know it's possible. :)
X-axis: right is positive
Y-axis: down is positive
This will keep things in-line with most 2D systems (against chipmunk.)
Player/game entities will be center-positioned. Other elements TBD. (Godot implements a hybrid approach with offsets—reasonable.)
X-axis: right is positive
Y-axis: down is positive
This will keep things in-line with most 2D systems (against chipmunk.)
Player/game entities will be center-positioned. Other elements TBD. (Godot implements a hybrid approach with offsets—reasonable.)
Anyway, we now have a utils/ directory for coordinate system conversions.
Anyway, we now have a utils/ directory for coordinate system conversions.
Anyway, bitmaps it is!
Anyway, bitmaps it is!
Collision detection is now a question of "would an avatar's polygon next move overlap a pixel" and, if yes, decide what to do. (Pixels may be different materials.)
Collision detection is now a question of "would an avatar's polygon next move overlap a pixel" and, if yes, decide what to do. (Pixels may be different materials.)
While it's *somewhat* trivial to decompose concave polygons into attached convex ones, it doesn't solve the spline-based complexities.
While it's *somewhat* trivial to decompose concave polygons into attached convex ones, it doesn't solve the spline-based complexities.