{"author_name":"useless","cat":"LD #22","comments":[],"epoch":1324099200,"likes":0,"metadata":{"p_key":"62028","p_author":"useless","p_authorkey":"504605","p_urlkey":"97794","p_title":"Day 1 Conclusion","p_cat":"LD #22","p_event":"LD22","p_time":"1324099200","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"504605","us_name":"useless","us_username":"useless","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>No screenshots to share at this time; unfortunately, I spend the better half of this evening working out the collisions for player movement before doing anything else.<\/p>\n <p>I have to use ray-tracing to physically simulate the collision, but there is some mathematical error in the way jMonkeyEngine calculates distance from the ray shot, which prevents certain directions from preventing motion correctly&#8230; you just get stuck to the wall. I&#8217;m not convinced this is a jME problem though. I think I have an idea of how to fix it, but I&#8217;m going to bed before I lose my sanity any more.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/jmonkeyengine\/\" rel=\"tag\">jmonkeyengine<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ray-tracing\/\" rel=\"tag\">ray-tracing<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/vectors\/\" rel=\"tag\">Vectors<\/a><\/p>","time":"December 17th, 2011 12:20 am","title":"Day 1 Conclusion"}