Sunday 12 August 2012

Platformer Starter Kit: Ramp Example

If anyone is interested I have modified the platformer starter kit so that it can handle ramps by using SAT:

http://www.mediafire.com/file/9ekhfpf0gt7zehg/PlatformerWithRamps.zip

Friday 4 May 2012

2D Collision Series : SAT Part 1

In this series, I will be giving a very brief insight into the world of 2D collision detection and response. Normally during collision detection there are two phases, Broad phase and Narrow phase.

This series will focus on the Narrow phase.

Saturday 24 March 2012

Wednesday 7 March 2012

WANTED : More Tutorials?

Hi guys,

It has been a while since I wrote any tutorials, mainly due to lack of time, but partly due to lack of inspiration... hopefully you can help me out here!

What tutorials would you like to see written? (just to get it clear now, I am NOT writing a series on how to make an FPS, an RTS, an RPG etc... a whole book would most likely be too small for this... ;) )


Thursday 2 February 2012

Bug Fix : Tutorial 4 - Waypoints

As has been pointed out in the comments, in the fourth tutorial we added some code to check if the enemy has gotten close enough to the way point to move onto the next. This works well if the enemy is moving with a speed <= 1, however not so great if it moves with a speed of 2 for example.

To fix this we simply change :

if (DistanceToDestination < 1.0f)
{
    position = waypoints.Peek();
    waypoints.Dequeue();
}

to :

if (DistanceToDestination < speed)
{
    position = waypoints.Peek();
    waypoints.Dequeue();
}


Thanks for pointing this out Ryan! This was what I had intended to write but for some reason left the speed hard coded...