Thanks
ICollisionResponseAnimator::jump();
-
3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
ICollisionResponseAnimator::jump();
Is the jump function in the collision response animator a high enough quality function for good Mario Bros platforming movement? I want to use it instead of a physics engine, but I don't know much about it... Is it framerate independent? Does it stack with the rest of the movement I will do?
Thanks
.
Thanks
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Hm... real 3D physics in a 2D jump and run. I'd really like to see that, that would be awesome. Shouldn't be so hard to implement, too.
For the Animator, I'd say, go for it and you'll see if it fits your needs. After all, it's one simple function call. Looking forward to Pingy's jump capabilitys
For the Animator, I'd say, go for it and you'll see if it fits your needs. After all, it's one simple function call. Looking forward to Pingy's jump capabilitys
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
-
3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Okay
Okay I'll try that. Yeah Pingy is the project I'm using it for. It seems like Pingy is taking forever though because I get only around an hour of time on my computer per day.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar