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question:im p sure u have to hardcode colission response for a platformer u can just use simulation it wont feel right
answer:You are correct; in a platformer or any game where precise control and feel are essential, the collision response often requires a tailored approach beyond simple physics simulation. While physics engines can handle the detection and response to collisions between objects, the nuanced control expected in platformers usually demands customized logic for collision response. Here are some common techniques used in platformer collision response: 1. **Discrete Collision Detection**: This involves checking for collisions in each frame and adjusting positions and velocities accordingly. It doesn't use continuous simulation but responds to collisions as they are detected. 2. **Collision Response Handling**: - **Grounding**: When a character lands on a surface, they're considered "grounded," allowing them to jump again. You'll often check for collisions with the ground differently than with walls or ceilings. - **Slopes**: Handling collisions with slopes typically requires additional logic to allow smooth movement up and down slopes without jumping. - **One-way Platforms**: These are platforms that can be jumped through from the bottom and then landed on from above. Special logic is needed to determine when to allow and disallow collisions. 3. **Adjusting Velocities**: After a collision, instead of bouncing or following real-world physics, a platformer might simply set the velocity to zero in the direction of the collision. For example, if a player hits their head on a block above, you stop their upward motion but allow horizontal movement to continue. 4. **Custom Gravity and Jump Physics**: The feel of gravity and jumping is often exaggerated or stylized in platformers to improve responsiveness and control for the player. 5. **Overlap Correction**: Instead of moving objects apart based on a physics simulation (which can cause jittery or unnatural-looking movement), objects are usually moved just enough to stop overlapping, often based on the depth of overlap and the direction of movement. 6. **State Machines**: Characters in platformers often use state machines that describe various states (running, jumping, falling, etc.) and the transitions between them, which depend on collisions and player input. For these reasons, while the general collision detection logic you've provided could be a good starting point, you will likely need to create custom handlers that take into account your characters' states, in-game physics, and the specific needs of your game design to achieve the "tight" control and feel that players expect from a platformer. In sum, collision detection can tell you when and where a collision occurs, but it's up to your game logic to decide what to do with that information to create a compelling gameplay experience.
question:can i use mtv to tell which side ?
answer:The Minimum Translation Vector (MTV) from the Separating Axis Theorem (SAT) primarily tells you how far and in what direction one shape needs to be moved to resolve a collision with another shape. It does not directly tell you which side the collision occurred on, but with some additional logic, you can infer the side of the collision based on the MTV and the involved shapes' positions and velocities. Here's how you might interpret the collision side using the MTV: 1. **Normalize the MTV**: Ensure that the MTV is normalized so that it's a unit vector representing the direction of the collision, not the depth. You will use this direction to determine the collision side. 2. **Relative Position and Velocity**: You might consider the objects' relative positions and their direction of movement (velocity). For example, if object A is moving to the right and collides with object B, you can infer a collision on A's right side. 3. **Dot Product**: Use the dot product between the normalized MTV and a direction vector of an entity to determine the side of the collision. - For instance, if you have standard directional vectors (up, down, left, right), you can take the dot product of the normalized MTV with each of these vectors. The highest absolute value of the dot product likely corresponds to the side of the collision. Here's a basic example of interpreting the side using the MTV in pseudo-code: ```javascript // Assuming `mtv` is the Minimum Translation Vector and `velocity` is the entity's velocity vector // Dot products for each cardinal direction let up = { x: 0, y: -1 }; // up direction vector let down = { x: 0, y: 1 }; // down direction vector let left = { x: -1, y: 0 }; // left direction vector let right = { x: 1, y: 0 }; // right direction vector let upDot = dotProduct(normalize(mtv), up); let downDot = dotProduct(normalize(mtv), down); let leftDot = dotProduct(normalize(mtv), left); let rightDot = dotProduct(normalize(mtv), right); // Interpret collision side based on which direction has the highest dot product with MTV let side; if (Math.abs(upDot) > Math.abs(downDot) && Math.abs(upDot) > Math.abs(leftDot) && Math.abs(upDot) > Math.abs(rightDot)) { side = "Up"; } else if (Math.abs(downDot) > Math.abs(leftDot) && Math.abs(downDot) > Math.abs(rightDot)) { side = "Down"; } else if (Math.abs(leftDot) > Math.abs(rightDot)) { side = "Left"; } else { side = "Right"; } // Consider velocity for final determination if needed if (velocity.x === 0 && velocity.y === 0) { // Likely a resting contact or slow collision, handle accordingly } // Use 'side' to resolve the collision appropriately ``` Keep in mind that this approach works best for axis-aligned bounding boxes (AABBs) or situations where the shapes involved have clearly defined "sides." For arbitrary polygons, especially non-axis-aligned, this could be more complex, and interpreting the collision side may also depend on the orientation of the edges. Moreover, in a practical scenario for a platformer, you will need to handle platforms that players can jump through from below but land on from above. Such one-way platforms cannot rely solely on the MTV for collision response but instead require an understanding of the player's state and intention. Therefore, while the MTV helps to resolve collisions, determining the side of the collision often relies on additional context like the objects' previous positions, their velocities, and sometimes game-specific rules.
question:should i use emscripten or rust ?
answer:Choosing between Emscripten and Rust for a project typically depends on the context, including project goals, existing codebase, performance needs, and developer expertise. Let's briefly outline what each technology offers to help you make an informed decision. **Emscripten:** - Emscripten is a toolchain for compiling C and C++ code into WebAssembly (Wasm) and JavaScript, allowing you to run native code in the web browser. It's an excellent choice if you have existing C or C++ code that you want to port to the web with high performance. - It provides a comprehensive emulation of a traditional POSIX environment, which makes it easier to compile existing projects that depend on POSIX APIs. - Includes various libraries and bindings to web APIs, enabling you to integrate with the browser environment effectively. - May require more manual memory management, depending on the original language, since C and C++ don't have garbage collection. **Rust:** - Rust is a modern programming language with a focus on safety (particularly memory safety) and concurrency without sacrificing performance. Rust code can be compiled directly to WebAssembly. - Rust's tooling includes `wasm-pack` and `wasm-bindgen`, which facilitate seamless integration with JavaScript and the web platform, making it a powerful choice for developing WebAssembly modules from scratch. - Rust has a steeper learning curve due to its unique ownership and borrowing system designed to ensure memory safety at compile time, but this also leads to fewer runtime errors associated with memory. - If you're starting a new project and want a language designed with modern safety and performance considerations in mind, Rust can be a great fit. **Considerations:** 1. **Existing Codebase**: If you have an existing C/C++ codebase, Emscripten can help bring it to the web. For new projects or if you're comfortable with Rust, Rust might be a better choice. 2. **Performance**: Both can output highly performant WebAssembly code. Rust has an advantage with its more modern approach to concurrency and safety, potentially leading to more maintainable and efficient code over time. 3. **Safety and Concurrency**: Rust’s design eliminates entire classes of bugs at compile-time, making it a strong choice for robust and concurrent applications. 4. **Learning Curve**: Rust has a steeper learning curve compared to some languages due to its focus on safety and memory management. If your team is more familiar with C/C++, transitioning directly to Rust may have some overhead. 5. **Community and Ecosystem**: Consider the tools, libraries, and community support available for your project needs. Both ecosystems are actively developed, but they have different strengths. Rust is known for its enthusiastic community and growing set of libraries. 6. **Project Goals**: Evaluate the specific requirements of your project and whether they align more closely with the capabilities of Emscripten or Rust. For instance, if you need tight integration with JavaScript and the web APIs, `wasm-bindgen` in Rust can make that process cleaner. In conclusion, there's no one-size-fits-all answer. If you're working with an existing C/C++ project, Emscripten is probably more straightforward. For new development, particularly if you value modern language features and safety, Rust is an excellent choice. Evaluate both options in light of your project goals and team skills before making a decision.
question:for a 2d multiplatform game
answer:When developing a 2D multiplatform game, both Emscripten and Rust have their respective strengths, and the best choice will depend on a variety of factors including your preferences, the game's requirements, and the expertise of your development team. Here's how each one lines up in the context of multiplatform 2D game development: **Emscripten:** 1. **Existing Codebase**: If your game is already written in C or C++, or if you plan to use libraries and frameworks written in these languages, Emscripten is an excellent choice to compile this code to WebAssembly for the web platform. 2. **Multiplatform Support**: Beyond web browsers, you can still compile C/C++ to native executables for other platforms (Windows, macOS, Linux, iOS, Android). Emscripten specifically targets web platforms but doesn't restrict native compilation. 3. **Graphics and Game Engines**: Popular engines and graphics libraries like SDL, OpenGL, and Allegro can be used with Emscripten, which can already handle much of the cross-platform considerations for you. **Rust:** 1. **Growing Ecosystem**: Rust has a growing ecosystem of game development libraries such as `ggez`, `Amethyst`, and `Piston`. Some of these are designed to be cross-platform from the ground up. 2. **WebAssembly Support**: Rust has excellent support for WebAssembly, so it's well-suited for creating games that run in web browsers. Tools like `wasm-pack` and `wasm-bindgen` make it easy to interact with web APIs and JavaScript. 3. **Safety and Concurrency**: Rust's safety guarantees can be a significant advantage, especially in a game where concurrency (handling multiple things at once like animations, physics, sound, etc.) can introduce complex bugs. 4. **Performance**: Rust is known for performance on par with C++, which is critical when developing games that may demand a lot from the hardware, especially as your game grows in complexity. 5. **Native Compilation**: Rust also compiles to native code, allowing you to target various platforms including Windows, macOS, Linux, iOS, and Android. Rust's package manager and build system, Cargo, provides easy cross-compilation capabilities. 6. **Portability**: Rust's standard library abstracts away many of the differences between operating systems, and platform-specific dependencies can often be handled using conditional compilation. **Considerations for multiplatform development:** - **Game Engine**: Your choice might hinge on the game engine or framework you select. For instance, if you're using Unity or Unreal Engine, you might not need either Emscripten or Rust, as these engines already provide multiplatform support. - **Development Environment**: Consider the ease of set-up and support for the various platforms you wish to target. Rust offers good tooling with Cargo, while with Emscripten, you'll be relying on C/C++ toolchains. - **Learning Curve and Developer Expertise**: Take into account the current skill level of your team. Shifting to Rust might require learning new paradigms, whereas Emscripten will be more comfortable for a team with C/C++ experience. - **Community and Resources**: Investigate the community support, libraries available, and documentation for game development with Emscripten vs. Rust. Regardless of which you choose, both options are fully capable of powering a 2D multiplatform game, and both can compile to WebAssembly for running the game in web browsers. If you're starting a new project and have the flexibility to learn Rust, it could be a forward-looking choice that offers safety, performance, and an active community. If, however, you want a more traditional approach or you're building off an existing C/C++ codebase, Emscripten is a tried-and-true bridge to web platforms.