Comments (9)
Are you working full-time on this? Is there any way to incentive you though donations to complete these pending issues in your work?
from resolv.
Hello!
Nope, I'm not working on this full-time. This library was created for gamedev awhile ago, and I've been working on it until about a year and a half ago.
I do appreciate the idea of donations, but I'm uncertain if there's enough demand to warrant working on this full-time / for a bounty. As it currently stands, I have a technically improved version sitting on my hard drive that runs faster and is more efficient by using an overall grid for collision-checking, but that also only has basic rectangle intersection checking.
from resolv.
I see, i managed to wire up box2d ... i did give your engine a try, but had a bit of trouble and not enough clear documentation. Anyhow, best of luck with this project!
from resolv.
Hey, nice lib, but really should migrate int32 to float64, wanted to use it, but this is a blocker for my game :(
from resolv.
Yo, thanks! And yeah, I agree; I've already made the adjustments on my local copy, but I'd like to fix up the examples and fix up the SAT intersection testing before releasing an official update to master, as I'm still kind of figuring out . If you want to use it in its pre-release stage, you can check out the Revamp3 branch. It's still subject to change, but the fundamentals are there.
from resolv.
Wow! I hoped you did not abandoned the project! Nice job developing it further!
ps: thx for quick response I will definitely check out the Revamp3 branch cause it should save me a lot of time
from resolv.
Revamp3 looks promising :) A circle is critical for me, so will be waiting for it
from resolv.
The float64 update is very exciting! I'm switching to the Revamp3 branch as well!
from resolv.
Okay, so it's been a couple of weeks, but I've finally gotten this to a point where I feel relatively comfortable, I think, with putting it out there. master has been updated to bear the fruits of this labor, and resolv is now sitting at v0.5.0. This effort resolves a variety of issues that are brought up in this post, and so the todo list will be removed, as I've basically been able to implement a ton of the things from this list, including:
- Floats instead of ints for positions.
- A faster method of collision checking through grid-based position checking.
- ConvexPolygon shapes.
- Circle-Line intersection testing (as part of Circle-ConvexPolygon intersection testing).
- General API improvements.
- Soft collisions are now possible and are now seen in the WorldPlatformer example, etc.
Thanks for holding out hope that I'd come back to this, haha. Your encouragement has been very helpful~
from resolv.
Related Issues (10)
- Image dump HOT 2
- Maybe remove the Game binary from the repo? HOT 1
- Example rendered by Ebiten, and compiled to WebAssembly HOT 3
- Point line intersection HOT 4
- Get coordinate for intersection? HOT 1
- How is the performance? HOT 2
- Use Ebiten game engine as your example. HOT 3
- object bound calculate error HOT 3
- Optimized Tags HOT 2
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from resolv.