Releases: WohlSoft/MiniPhysics-By-38A
Snapshot since №11 2016-08-14
- Fixed wired wall corner catching
- Fixed management of slopes while jumps between slopes of different types
- Better and more accurate crushing management (now in the code is a catching when at same loop resolved two collisions on the same axix by different directions, possible to trigger anything [for example, kill player when crushed]. But in regular mode just offset player away like that being management in legacy engine)
- Added support one-way collision resolving for all blocks (in the demo are presented TOP-side, LEFT-side (you can freely walk to right, but impact at left side of block) and BOTTOM-side)
Download link for Win32
(For other platforms: you can build it yourself with latest Qt 5 (or even with older Qt 5 between 5.1 (on 5.1 not tested yet) and 5.7), it's easy and has no dependencies. Except Qt itself)
Snapshot №10 since 2016-08-08 17:12 UTC+3
- Finally resolved floor-ceiling slope corner collisions! (I very annoyed to do fixing of it, but I finally done that!)
- Added horizontal scrolling camera to allow play demo on screens with small width.
- Added ability to toggle character's size by 1, 2, 3 keys
- Added ability to toggle some flags of character physics (running over floor holes ability and auto-aligning on slope top corners)
Snapshot №9 since 2016-08-08
This version contains improvments for corner collisions, but some cases are still not be ideal.
Now there are two different areas which can be toggled by F11 and by F12 keys. Toggling key of same area just restarts it.
Snapshot №8 since 2016-08-03
- More accurate cliff detection on slopes!
- Fixed corner stumbling bug on slopes
- Fixed a ghost corner while trying to push moving block
- Fixed burring slope ceiling bug, causes burring into floor while riding down from slope ceiling
Snapshot №7 since 2016-08-01
Fixed speed-add on the movable blocks
Snapshot №6 since 2016-07-31
Finally fixed "between floor and ceiling" trouble and added ability to catch holes on the floor
TODO:
- Allow running over floor holes for playable characters (with smaller width than hole)
- Fix accuracy of the cliff detection to correctly detect cliff while standing on slopes
Snapshot №5 since 2016-07-25 (19:02 PM)
Fixed corner stumbling while going down on slopes
(however, sometimes player can in very rare moment stumble, and chance of that has been reduced)
Snapshot №4 since 2016-07-25 (12:11 PM)
Bugfixes:
- Fixed jittering on top corner of slopes
- Fixed wrong speed division while standing on two blocks (no matter speed moving of any blocks)
- Changed font
- Enabled printing velocities for playable character back
Snapshot №3 since 2016-07-24
Contains updated slopes collision physics. Corners of slope blocks are no more drops player away up or down.
My current TODO until I'll apply new physics to PGE Engine:
- Resolve speed zeroing trouble while walking up on slopes
- Improve accuracy of the cliff detector to allow detect cliff while on slopes
- Correctly resolve "between floor and celling" slope collisions
- Allow hole catching on the floors (for NPC's while same width as hole) and ability to to running over holes with no jump (for playable characters, even width smaller than hole)
- More accurate speed-adding stack when both X and Y speeds of block are increased
Snapshot №2 since 2016-07-22
New demo has working speed-adding stack and 4 moving blocks to test a speed-adding stack