I would strongly suggest this book. < http://www.amazon.com/gp/product/1584503300/sr=8-1/qid=1140455849/ref=sr_1_1/104-7609160-1088727?%5Fencoding=UTF8 >
Charles P. On 2/20/06, James Marsden <[EMAIL PROTECTED]> wrote: > > Hello games people, > > Can anyone suggest a good resource/example of circle-line collision > detection and reaction for platform games? We have been through lots of > tutorials, including the ones in Jobe Makar's demystified book - the > simple examples work fine, but we can't get the examples to scale to a > sprite controlled by input from a user. > > For example, the vector of a ball sprite falling and bouncing from a > line is processed to bounce the sprite away from the line - but what > happens when a force is constantly being applied by a user holding down > a key to run? We get a woodpecker effect :( and worse when trying to > test for collisions on multiple objects at the same time - the sprite > passes through a wall or platform because the radius offset logic is > escaping us. We've tried three different approaches to the same problem, > and each one seems to come back to the issue of correctly ordering the > reactions. > > I thought the math would be the hardest part about developing games, but > that has been easy compared to the logic... > > Can anyone help with a point in the right direction? > > Thanks in advance, > > James > _______________________________________________ > [email protected] > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com >
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