{"author_name":"Mr. Wonko","cat":"LD #20 - It's Dangerous to go Alone! Take This!","comments":[],"epoch":1304163840,"likes":0,"metadata":{"p_key":"66563","p_author":"Mr. Wonko","p_authorkey":"3631","p_urlkey":"102359","p_title":"Upate #3 \u2013 Problems","p_cat":"LD #20 - It's Dangerous to go Alone! Take This!","p_event":"LD20","p_time":"1304163840","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3631","us_name":"Mr. Wonko","us_username":"mrwonko","event_start":"1304035200","event_key":"6","event_name":"LD20"},"text":"<p>So I started with the collision detection \/ physics engine.<\/p>\n <p>Ouch.<\/p>\n <p>It really makes things complicated that anything is both left and right of you on a round world. I wanted to use projection onto a line but that won&#8217;t work, at least not as easily as I had hoped. So I can&#8217;t\/won&#8217;t do that.<\/p>\n <p>I have two options.<\/p>\n <ul>\n <li>Screw the round world and most (if not all) of the code so far, just use an ordinary cartesian coordinate system (way simpler!)<\/li>\n <li>Use a different collision detection, e.g. &#8220;just try to move the player and see if he&#8217;ll be stuck&#8221;<\/li>\n <\/ul>\n <p>I think I&#8217;ll do the latter, though doing the former might actually make things easier for me&#8230; I&#8217;m totally unsure. I&#8217;ll think about it while shaving.<\/p>\n <p>So long,<\/p>\n <p>Mr. Wonko<\/p>","time":"April 30th, 2011 6:44 am","title":"Upate #3 \u2013 Problems"}