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collision_override [2017/09/21 12:38] justincollision_override [2017/09/21 12:38] justin
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 =====Terrain Following===== =====Terrain Following=====
-Overriding the collision for a tile instructs the game to use the voxel coordinates of the overriding tile instead of its own when calculating the vertical position of the player as they walk across it. This is useful when a particular tile has bumps, ruts, holes, etc. that would normally result in a undesirable visual effect when the player cross over them.+Overriding the collision for a tile instructs the game to use the voxel coordinates of the overriding tile instead of its own when calculating the vertical position of the player as they walk across it. This is useful when a particular tile has bumps, ruts, holes, etc. that would normally result in a undesirable visual effect when the player crosses over it.
  
 In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across smoothly. This feature can be used together with the different "terrain following" methods to achieve a variety of visual results. See [[Terrain Following]] for more information about each type that is available and examples of each. In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across smoothly. This feature can be used together with the different "terrain following" methods to achieve a variety of visual results. See [[Terrain Following]] for more information about each type that is available and examples of each.
collision_override.txt · Last modified: 2017/09/21 12:42 by justin