Interesting! When I looked around everyone discouraged me from using Box2d because it was "too much" for a simple collider library, so I ended up using a manual detection by myself. But now I want to know more about the advantages and disadvantages of using box2d 😁 Thanks for making this series!
When you go diagonal the character's movement is faster because a vector(1,1) has a magnitude of √2, while vector (1, 0) has a magnitude of 1. The easy fix would be to normalize it, menaning divide the magnitude of vector(1,1) by √2.
This series is amazing, exactly what I need to get back into Lua and Löve. I have not watched the other episodes yet but I have a question. How do we tell the code what the collision hitbox should be attached to. For example, how did you tell the collision circle to attach to the statues inside? With Link it makes sense since his position was just the same as the collision box
Sadly, without seeing where you add the code snippets inside your repo, I'm not understanding "how" to implement this. I understand what you're sharing in this video, but really struggling to understand how to implement it. I've been trying to decipher this in your changed repo, but it's not possible (with me being a beginner game dev), as the repo is now overly complex and doesn't match any of the code snippets shared from this video.
This is a great tutorial that simplifies Box2D! Now that we have this context, is there a way to create collisions for maps? I’ve been trying to find one for Love2D. Thanks for this tutorial either way!
I talk about that a little bit in this video around the 3 minute mark: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NgUTo5EISNY.html Basically, you iterate through an object layer where you draw your platforms, and you call some 'spawnPlatform' function using the Tiled object's properties. This can work with any type of object.
Does Box2D handles also diagonal collisions? eg Link moving link against a slope wall, instead of stopping, it goes diagonally up or down the slope. His movement is not tiles based and it’s quite smooth. Any idea how to accomplish this?
I'm trying to design a game that renders in 2d and looks 3d, but because of aspergers and dyslexia, my hope of coding is... not great. This was a great tutorial, and I'm wondering how optimized this could get with an extra rendered dimension?
I like the video very much. But I was looking for, How old games did collision detection and response. Especially 3D games. I dont get how they managed to run majoras mask or any 3D game on the nintendo ds with a good collision detection and response despite the cpu being so small compared to a desktop pc. i also dont understand how they managed... fuck I dont understand how they did anything. Its not axis alligned and it has moving objects I want to understand how they managed to optimize that shit
True! These days I tend to use normalized vectors when doing non-primary directions, so it always turns out to be the same distance. This could make a good video idea :)
@@imnotthebr2230 Cloning a github (or git) repo means you're copying all the code to your own computer. The steps are outlined here (make sure you have Git installed): docs.github.com/en/github/creating-cloning-and-archiving-repositories/cloning-a-repository-from-github/cloning-a-repository or you can download the repo as a zip. That's also an option on Github.
Tooo many complex to do a so many simple funcion, the AABB algorithm is better than this... The games ever used this and now everything is a complex library... To a game so simple like This... This library is to more complex mechanics...