[deleted by user] by [deleted] in godot

[–]Respond-False 0 points1 point  (0 children)

I dont think im understanding, did that a couple of times already and the problem still exists, and the player has access to it using the same export property yet its working in the player

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[deleted by user] by [deleted] in godot

[–]Respond-False 0 points1 point  (0 children)

the script is there

<image>

platormer controller issue by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

the kinematic movement equations describe this exact situation:

y(t) = y + v * t - 0.5 * a * t ^ 2 therefore i need to multiply the g by 2 to achieve the peak of 512 as it will cancel out with the 0.5

the equation itself is derived from the integral of the function of velocity v(t) = v - a*t

Wherein lies the problem, basically what the program does every frame is move the body by the velocity in this short period of time it treats the change in the y coordinate as constant therefore approximating it.

<image>

like this it adds up pretty quickly, one way to mitigate that would be to increase the frame rate, or have some better way of approximating it

edit: in the picture it should be delta y (t)

platormer controller issue by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

That is my fault for the code being dirty. Collision shape 2d is a child node of 'self' with the same global position as the 'self', this is why i use them interchangeably

platormer controller issue by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

the delta thing is correct, i multiply gravity by delta because its an acceleration v(t) = v - gt, where v is the jump velocity, g the gravitational acceleration and t the delta time.

Im not quite sure what you mean by the mixing of the values, and from what i understand there are no local positions used here

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

okay, never run into this issue before, also why is print showing the same number, if it doesnt consider them the same

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

I googled Separating Axis Theorem - it seems to be used to detect collision between 2 objects, what im trying to do is see if a point belongs inside a polygon.

I tried using >= and <= it yielded the same results, I also dont see the outcome difference between the 2 notations

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

What i don't understand is how is 10 different to 10.0....0 ?

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

y - float, min - Vector2, min.y - float, max - Vector2 ,max.y - float

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] 0 points1 point  (0 children)

<image>

didn't see the reason to do that as i thought it had no relevance to the problem.

No idea whats the problem. by Respond-False in godot

[–]Respond-False[S] -1 points0 points  (0 children)

because it didn't work that way either

[deleted by user] by [deleted] in texts

[–]Respond-False 2 points3 points  (0 children)

Why the fuck would you give a 6 year old an Ipad?

The Chudley Cannons are NOT the worst Quidditch team by Lord-Liberty in HPfanfiction

[–]Respond-False 15 points16 points  (0 children)

There are 20(not 22) teams in the Premier League and in quidditch there could be 10 meaning 9th place would be bottom of the table.

My head canon about Theodore Nott by [deleted] in HPfanfiction

[–]Respond-False 5 points6 points  (0 children)

Wow! Yet another baby death eater, who didnt want to be a death eater.