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Rotating hitboxes [HELP WANTED!] #1448
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Ping to our known coders, in case one of you has some knowledge to share - @tobbi @HybridDog @Zwatotem |
I have my algorithms & data structures course (including geometry algorithms) semester ahead, so I don't know. I'd probably be able to do something with rectangles, but no physics. |
What about going straight for convex polygons? Since this is an occasion for changes, maybe do it right away, and not rise similar issue in a couple months? I mean, if you can't really predict any usecase for polygon hitboxes, then we'll stay with rectangles, but otherwise I think it's worth it. |
@Zwatotem What would be the benefits we get through polygon hitboxes compared to rectangles? |
I think some larger creatures object like bosses could be better modeled. Although in most cases I can think of they would require concave polygons, some things (like a large snowball featured rarely in bonus levels) gain on this undoubtly. |
Do you really think priority urgent is necessary here? |
Not anymore really. While I'd still consider it urgend to have it for stuff like swimming and, which has rotating sprites, we have functional alternative for the time being. So yes and no. |
Better? |
Tbh i feel like swimming with a rotating hitbox would be very annoying. |
Don't know how since the hitbox will match Tux's actual sprite so it is even more predicatable when you get hit or not |
I guess for me it depends how Tux reacts when he turns around and his hitbox crashes into a wall. |
Something that would be really benefitial is having rotateable hitboxes (for mechanics like swimming, swinging on ropes, rotating platforms etc.).
If you know how to do it in C++ we would be thankful for your help and support!
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