Re: [library] bump.lua v3.1.4 - Collision Detection
Posted: Sat Nov 19, 2016 7:59 pm
Been a while since I've read this thread. Was the slopes problem ever solved? I don't remember if this method was floated around, but wouldn't it be trivial to, in your own game engine, define a separate movement type for cells with sloped tiles? As long as each tile entity has a straight line you can define as its surface (any tile under a certain size would be visually fudged enough with a straight line even if it looked like it had uneven surfaces), you could use filters to set the player's movement along a vector that ignores collision with the ground - while isGrounded, you're probably turning off gravity anyway. You don't need bump.lua to tell the player to not move inside a ground tile over and over as long as you haven't disconnected with it in the first place.
Taking it a step further, you could use bump to reassure the engine the entity is standing on the ground and then use the ground as a rail to move along (say, a variably-shaped path along which there is only forward and reverse, which terminates at the first instance, in either direction, of a pixel height that is too tall for the entity to overstep). I considered this, but having less experience with programming my own collision, I'm not sure how much extra load that would add to the game.
kikito would you say bump could be used easily as a broad, first-pass engine in these special cases, then the dev can just add collision logic outside the project's scope?
Taking it a step further, you could use bump to reassure the engine the entity is standing on the ground and then use the ground as a rail to move along (say, a variably-shaped path along which there is only forward and reverse, which terminates at the first instance, in either direction, of a pixel height that is too tall for the entity to overstep). I considered this, but having less experience with programming my own collision, I'm not sure how much extra load that would add to the game.
kikito would you say bump could be used easily as a broad, first-pass engine in these special cases, then the dev can just add collision logic outside the project's scope?