Pixel Perfect Collisions with Physics and Lerp

For questions about using Classic.

Post » Fri Jan 13, 2012 5:55 am

Hello again! I am trying to wrap my head around on how to make collisions more accurate with TimeDelta. As of now I am using the Physics behaviour with a paddle, and a physics ellipse that falls. I move the paddle to the circle at high speeds, and instead of pushing it, it goes right through it!

I saw an earlier example that divided the movements into a bunch of smaller ones, but I cant figure out how to get it to work with a transition lerp.

Example; lerp(.X, MouseX, 1- 0.00000005 ^ TimeDelta)

A quick answer would be appreciated greatly!
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