Search found 2 matches
- Wed Jan 14, 2015 11:29 pm
- Forum: Support and Development
- Topic: Checking World Collision Without Physics
- Replies: 6
- Views: 5686
Re: Checking World Collision Without Physics
I'm not sure about implementing either of those, primarily due to this: I want to know how to access the Tiled collision data, as generated by STI, without using love.physics, and it's worth noting that STI creates a love.physics world using the Tiled layout. Bump.lua appears as if it would conflict...
- Wed Jan 14, 2015 8:25 am
- Forum: Support and Development
- Topic: Checking World Collision Without Physics
- Replies: 6
- Views: 5686
Checking World Collision Without Physics
The title may be worded improperly, I dunno. Here's the problem I'm having: A day or two ago, I began work on a very simple physics engine. It lacks collision, but it contains the physics needed to operate that(ground collision is operated by a variable 'groundLevel'). Then, I have a Tiled map being...