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Student Game Dev Part Six - Even more physics

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
December 20 2013 07:33 GMT
#1
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design
Part Four - Input and Physics
Part Five - More Physics Things

This Week
Hello again TeamLiquid!

Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. I know I know, another blog on physics?! All of my work over the last few weeks has been on the physics, so that's all I've really got to talk about at the moment. Last week I covered my work on movement and collision detection, this week is updates on mostly more of the same, which might be a bit boring, but I've managed to get moving platforms working, and have a new piece of concept art to show off.

Collision Detection
Collision detection response is now more accurate. The player will always sit directly on top of a tile, rather than sink into it a little, which is perfect. The overall reaction is still a bit dodgy, as horizontal and vertical checks are done at the same time. So if the player lands directly on top of a tile, there's no problem. If the player hits the side of a tile, the horizontal response goes off and the player doesn't go through the tile, but the vertical response goes off as well and the player is teleported to either the top or bottom of the tile, depending on their height when they collided. Not 100% sure on how I'm going to fix this yet, so I'll need to do some thinking over the holidays.

Moving platforms!
On the upside, I've now got moving platforms! They make use of the same vertical collision response as previously mentioned, but because there's no vertical collision check, they work perfectly fine. If the player lands on the moving platform, they can ride back and forth as you'd expect, but it's a little dodgy at the moment. Every time the platform changes direction, the player continues in the previous direction for a few frames before turning around with the platform. If you ride the platform for long enough, eventually this effect will cause you to be shunted off, at which the point the players velocity is still matching the moving platform, so they just slide along. So it works, but it's pretty buggy.

New Concept Art
[image loading]

What's next?
No new blog posts for a couple of weeks, due to Christmas and New Years. I've got plans to still do some work, likely starting work on an interface framework, buttons and the like, so when I come back the next blog post will be about any progress I've made with that. Along with any work on fixing the physics that I manage to get done. Right now that will probably be around the 7th of January. Until then, I hope you all enjoy your Christmas and have a good New Years!

Keep up to date!
Be sure to follow me on Twitter, and like the Facebook page to stay up to date on future content and blog posts when they happen. If you have any questions don't hesitate to ask, either through Twitter or Facebook!

Tobberoth
Profile Joined August 2010
Sweden6375 Posts
December 20 2013 09:03 GMT
#2
I had that same collision detection issue recently, took me quite a while to figure out how to work around it. Basically, what you want to do, is check the axises separately. So first you do horizontal movement, if there is collision, you fix the horizontal movement. THEN you do the vertical movement, and fix it. Since you are always moving and checking only one direction at a time, it's always clear how the object should be moved, and you don't get jumpiness, you can always move it minimally. (This, of course, assumes axis aligned bounding boxes, I think it's far more complex otherwise).
stefantheterran
Profile Joined December 2013
Austria61 Posts
December 20 2013 12:35 GMT
#3
I look forward to your next update, hope you get lots of work done so you can show little more of your game (if you can/want)!
Cyx.
Profile Joined November 2010
Canada806 Posts
December 22 2013 04:17 GMT
#4
On December 20 2013 18:03 Tobberoth wrote:
I had that same collision detection issue recently, took me quite a while to figure out how to work around it. Basically, what you want to do, is check the axises separately. So first you do horizontal movement, if there is collision, you fix the horizontal movement. THEN you do the vertical movement, and fix it. Since you are always moving and checking only one direction at a time, it's always clear how the object should be moved, and you don't get jumpiness, you can always move it minimally. (This, of course, assumes axis aligned bounding boxes, I think it's far more complex otherwise).

Haha quoted for truth =D I've been following these blogs for a while without posting, but I just recently did a little game-engine project in 2d and I had the same problem =P resolved in the exact same manner. Just do them one at a time, and resolve them before you move on =) I really love these blogs though, I've gone through a ton of the same stuff as this.
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