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Not to mention helps you solve some more advanced problems like tunneling and collision resolution with no extra effort. I think it was a very smart choice to use Box2D rather then rolling your own solution.


Those aren't advanced problems in most tile based platformers. It's pretty easy to solve tunneling by making sure you check every tile along your movement path for objects that try to move through more than one tile in a frame. Collision resolution is also simple in most platformers, clamp to the tile edge you intersect with and set velocity to zero.

OP gave solid reasons for using Box2D though (machines, rope bridges, fast spatial tests).




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