Problem getting proper object location in an engine component
by Dave Calabrese · in iTorque 2D · 05/29/2009 (2:22 am) · 3 replies
For my game, I have an engine level component that allows my player object to jump. To do this, I apply an impulse to the player, record their y coordinate, then on each update in the engine component, check and see if we are at or beyond the stored y position. It does work, however is far from accurate. I'm watching the land position always be about 2 points lower than the stored. Being called every 32ms, it seemed like it was frequent enough to be used to handle accurate coordinate handling but now I'm not so sure... Anyone have any thoughts on that?
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#2
05/29/2009 (6:16 am)
*takes a bow* ;)
#3
05/29/2009 (7:34 am)
Yes the more I work with the Engine code the more impressed I am. It's really well written and easy to understand. I'm having a blast implementing my game. I do wish I'd created less inter-component dependencies and communication, it makes it a bear to get everything initialized before allowing objects to start performing actions. I should of had only a few components and then just utility classes they used instead of individual components so I could ensure the initialization and execution order. I might have to go back and re-org my code to fix this eventually, but it's working if a bit brittle at the moment.
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