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Discussion Physics vs Non Physics (top-down rpg)?

R

Rukiri

Guest
Any reason not to use physics in a top-down rpg? The benefit that I see is customizable collision shapes (very useful for weirdly shaped tiles or characters...) Now, I have got as close as possible to pixel-perfect collisions with tiles and released and updated the code "even further updated not yet released...yet"

What do you think, stick with pixel-based collision checking or go with physics? I just miss collision shapes from unity, just that 2d in unity still feels half baked <.<...
 
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