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* epic7 scansYou mean for how fast the velocity is, the farther down and larger area to check for pixels?
That's exactly what I tried! However it always detected a pixel as tragically failed. I thought I was using the wrong strategy. I guess I was right! I still have that code commented out in grappler, so I'll tweak untill I give up or fix it. In other news, this has been my 1000th post!
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.
Quote from: leafiness0 on December 16, 2011, 11:08:21 pmButts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.Eh, it was the only way I could think of for purely pxl-test based collisions. I'm sure tilemap collisions are more efficient.
That's a good idea Would you reccomend pxltests or tilemap collisions?