redsq Posted July 26, 2015 Share Posted July 26, 2015 I noticed that phaser Arcade physics has some collision issues, they are the same as the HaxeFlixel(Flixel) has. Probably that's because functions separateX and separateY are the same. Here's I explained that issue: https://github.com/photonstorm/phaser/issues/1940 Link to comment Share on other sites More sharing options...
rich Posted July 26, 2015 Share Posted July 26, 2015 Everything they mention in the haxe thread applies here. Either don't use Arcade Physics and use p2 instead, or call collide multiple times to try to aid the separation out. Link to comment Share on other sites More sharing options...
redsq Posted July 26, 2015 Author Share Posted July 26, 2015 Is there any other ways to fix that problem without using a p2 physics? Calling collide multiple times does not help so much. Link to comment Share on other sites More sharing options...
redsq Posted July 30, 2015 Author Share Posted July 30, 2015 Still couldn't find a fix. Link to comment Share on other sites More sharing options...
drhayes Posted July 30, 2015 Share Posted July 30, 2015 Other game engines I've seen special-cased this kind of collision, either through specialty physics systems (p2, box, chipmunk, etc) or by having a separate physics pass for things like the tilemaps or moving platforms (Impact does this for tilemaps, for sure). At its heart the SAT doesn't give a lot of advice for colliding more than two things at the same time, especially not two things that are on opposite sides. Or, at least, impulse-based collision resolution doesn't give a lot of advice, I should say. So, yeah: arcade isn't going to handle this so well unless you give it a lot of chances, i.e. call collide multiple times. Link to comment Share on other sites More sharing options...
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