Devlog #016: Refactoring to use Verlet and rigidbodies
It may not seem that special cause it all looks the same, but I have upgraded my badly coded collider code and have now set up all basics for moving colliders by their points.
Previously I moved my colliders based on the rotation and position of my sprite. This meant that when a corner collides with something, I have to calculated the exact new rotation and position of the sprite, which is a big pain... The new system makes this easier, since I only have to move the seperate collider point that is colliding, which will turn the collider automatically.
A sync function will then afterwards sync the sprite to the current collider position and rotation.
I still have to finish implementing the collision detection and resolution, but here you can already see the systems rotation and acceleration from user input, calculated through Verlet.
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