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Continuous Collision Detection #372
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Actually, thinking about this, the reason why asbestos enemies has this bug is because the flame is colliding and pushing them every frame - which shouldn't be the case. Perhaps the flame shouldn't push these enemies at all? Or somehow add a flag/timer so that asbestos enemies are not pushed repeatedly. |
@cxong This also happens in the second campaign I sent you by mail in the third last level. |
Fix potential infinite loop trying to place random enemies
To make collision more robust and avoid tunneling bugs, we can implement Continous Collision Detection.
For C-Dogs and its axis-aligned objects, this is a bit easier; one possible solution is found here: http://gamedev.stackexchange.com/q/55873/26250
Formerly: Recoil can push enemies through walls
Reproduce using flamer against asbestos enemies
Collision detection should run at least once per tile, for impulse movement
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