Bullets / Particle Engine / Physics

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McP
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Joined: Sat Aug 14, 2010 1:54 am

Bullets / Particle Engine / Physics

Post by McP »

HI

im currently developing a game (attached)
only spent abouts 2 days on it, and im not finished AI, but more pressing matters need coded

I developed my own bullet system and collision, in which the bullet is a ray (vector)(line segment), which moves with constant velocity
im trying to attach particles to them, or something to make it look better

The game is using zelda sprite placeholders, but its not going to be a clone, it will however use some of the tricks that zelda uses, (move slower on stairs etc)

im wondering would it be worth scraping my collision and bullet code, and writing it in as box2d physics, i would like basic box physics later on in the game

thanks
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zac352
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Re: Bullets / Particle Engine / Physics

Post by zac352 »

My recommendation is exactly that of the yellow box on the wiki: don't do it.

Boxes and bullets are easy.

Code: Select all

if bx2<x and bx1>x and by2<y and by1>y then
*is lazy and doesn't write bullets* :|
Hello, I am not dead.
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