chrisbiscardi,
@chrisbiscardi@hachyderm.io avatar

Still in need of y/z-indexing for visuals, but the collisions are working.

Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.

player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.

the switch plate in the middle is also a sensor, which is data added in Tiled as well.

video/mp4

onelson,
@onelson@mastodon.social avatar

@chrisbiscardi how do you like xpbd?

I started out rolling my own collision systems, but it's been harder to get right than I hoped 😅

Rapier is great, but I worry it's too much for my "side-scrolling 2d platformer adjacent" project. Maybe xpbd is a better fit.

onelson,
@onelson@mastodon.social avatar

@chrisbiscardi (reading up on xpbd, and Parry) this sounds pretty good to me. I don't care about physics simulation, forces, etc but I do welcome help with overall collision detection. Seems like I can get a good balance with these.

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