Yes, you're right. I think I started with the wrong approach to implement collision detection and avoidance. It works fine in most cases, but if the player touches the edges of a box with nearly 90-degree angle, the algorithm fails. I don't know if this could be easily fixed. Maybe it should be totally rewritten. But before I get stuck into this, I first have to concentrate on my diploma thesis ;-)
one of the better entrys in the "competition", tho you can easily get stuck in the walls. probably collision detection should be fixed. how about a vector based approach based on line segements/circle and circle/circle collision detection with sliding along walls? regards
Yes, you're right. I think I started with the wrong approach to implement collision detection and avoidance. It works fine in most cases, but if the player touches the edges of a box with nearly 90-degree angle, the algorithm fails. I don't know if this could be easily fixed. Maybe it should be totally rewritten. But before I get stuck into this, I first have to concentrate on my diploma thesis ;-)
ilja2891 2 years ago
one of the better entrys in the "competition", tho you can easily get stuck in the walls. probably collision detection should be fixed. how about a vector based approach based on line segements/circle and circle/circle collision detection with sliding along walls? regards
triggerHLM 2 years ago