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 <.<...
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 <.<...