we seem to have so many problems with collisions but Nintendo games almost never glitch
what did they do different.
xvelocity += collide.directional_velocity*cos(2*PI*((360-(180+direction(x,y,collide.x,collide.y))/360)));
yvelocity += collide.directional_velocity*sin(2*PI*((360-(180+direction(x,y,collide.x,collide.y))/360)));
AnarchCassius wrote:That said, I hate to contradict the great DST but I feel points 2-4 are more good general practice than things to hold as absolutes. #2 is important in 3d but never something to stress over. Honestly I'm not quite sure of the logic behind 3 and 4, if you keep to 1 they shouldn't matter. Random is okay, uncapped is not. My bullets use random variance, particularly the shotgun, no issues so long as I make sure that variance never causes them to move at game breaking speeds.
5 is the one I have questions about. Given that it sounds like the best way is to make everything super tiny. But that sacrifices graphical quality. A bounder graphic could be simpler in shape and non-animated but would have almost as many pixels. In 3d you use a lower polygon model for the bounder, but there is no good 2d equivalent to that method since I can't make the bounders operate at a lower resolution.
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