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3rd September, 2008 at 11:14:45 -

most platforming engines break down if you have extremely odd surfaces, like I doubt even the mario galaxy engine by nintendo would work if you threw him into a cloud of 1 pixel volume obstactle particles.

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3rd September, 2008 at 13:00:15 -

Nice tutorial Pixelthief I can see the issue with small details, however when you start getting that small you are down to pixels which are always at right angles to each other so the detection gets difficult. You will have to take an average, like an 8 pixel area like Pixelthief suggested.



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3rd September, 2008 at 20:09:51 -

Yep, all I'm worried about is the ray slipping through the pixel gaps and taking the wall behind the intended wall. This would work perfectly otherwise. Thanks a lot!

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