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eelstork
Software Engineer - Programmer
Tainan, Taiwan
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eelstork
published the article
Dec 9, 2018 5:55 AM
Photon P.U.N 2 - A quick walkthrough
Getting to grips with realtime multiplayer
Photon P.U.N 2 - A quick walkthrough
Article
eelstork
updated the game
Nov 16, 2018 11:55 AM
Darwin's Nightmare
An evolutionary top down shooter
Game
eelstork
published the game
Nov 16, 2018 11:48 AM
Darwin's Nightmare
An evolutionary top down shooter
Game
eelstork
updated the game
Nov 16, 2018 8:27 AM
+6
[re: Antistar]
Adventuring in a world of fable & fantasy
Game
eelstork
posted a post
Oct 28, 2018 11:20 AM
In our project we implemented physically based platforming with a combination of jumping and 'hopping'. A hop is a low impulse, assisted jump that's used to overcome features of the terrain - complementing a capsule or ball's natural tendency to climb steps.
Medium sized (15~40cm) obstacles are detected in this way with avatars (including PC and most NPCs) jumping over that without further user input or scripting.
Later I realized that jumping and hopping interacted in interesting, not always wanted ways.
In one case it was possible to jump after a hop had started. This causes problems with unpredictably outsized jumps; we defend against this by subtracting the hop impulse from the jump impulse.
Another case is when a jump almost (but not quite) reaches an edge. In this case a hop organically triggers. More fluke than bug; classic platform games tend to resolve 'ties' in the player's favor so I decided to keep this.

eelstork
published the game
Oct 22, 2018 11:52 AM
+6
[re: Antistar]
Adventuring in a world of fable & fantasy
Game
About Me
Senior dev with 4 years Unity experience, over 10 years developing games and gaming related...
Anime 3D SFX
Producer/Lead Dev
Goldsmiths University of London
Computational Creativity (PhD)
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Unity Certified Developer
Apr 2016
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