Platformer Character and physics
by Rich Wilson · in Torque X 2D · 02/12/2007 (4:20 pm) · 1 replies
I'm working on a 2d platforming engine and so far I've used a player object with a physics component embedded. I get a lot of weird physics effects that are undesirable, however. Some examples include shooting upwards at the angle of incidence when I hit a sloped collision shape while moving horizontally (stairs, for instance), continuing skyward after I exit the top of a ladder volume, and other rigid body kind of effects.
Would it be better to remove the physics component and manually change the character's position instead of modifying the velocity of the physics component? Will my collision be nullified if I take this route and is there a way around that? Is there a way to live harmoniously with platformer controls and physics?
Would it be better to remove the physics component and manually change the character's position instead of modifying the velocity of the physics component? Will my collision be nullified if I take this route and is there a way around that? Is there a way to live harmoniously with platformer controls and physics?
About the author
Torque Owner Thomas Buscaglia
I just spent over four months on Platformer physics, so believe me when I say this: getting platformer physics to be truly solid is no simple task. Just keep at it. You'll get it eventually.