Colliding With Collision Yet Again

So I tried to optimise collision for non-player objects, and the results weren’t really that different. I ended up reverting to what I already had and optimising it a bit.
I also added a draw and update zone within a certian proximity to the player. Anything outside the zone isn’t being drawn or updated. I was going to do this later on, but as I ran into performance issues when spawning hundreds of collidable objects with physics on each other, I thought it best to just do it now.

I’ve updated the editor so I can do basic edits to levels again. I think it’s a laugh that the level editor was one of the first things I added, but it hadn’t been touched for months while I worked on the platforming mechanics… The frustrating thing about the editor is needing a GUI for editing the properties of objects. Fortunately I already created the GUI framework, but it’s still a bit of a hassle.
There’s a Raylib GUI library but I haven’t really looked at it, and at this point I’ll stick with what I have as the UI will be quite customised, and made with clay like the rest of the game.

I’ve also added crouching in, finally.
Next up I’d like to add some dust animations behind the player when running, buttons/switches to trigger things, projectile firing enemies and hazards and climbable objects.

The concepts for the main characters are basically done, and a lot of fun. I’ll keep them under wraps for now, though.


Date
February 20, 2022