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Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.

Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.

Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.

Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.

Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.

Matter.js – Handling collisions at high object speeds in matter.js

I’m currently working on a space flight simulator using matter.js as a game engine. I’m facing a problem with the huge size of the map. If we consider that 1 metre is 10px (adjusted to the size of spacecraft), the map of the solar system is huge, which matter cannot handle. So matter.js can’t handle such high speeds as 7.6 km/h (76,000 px/s), it can’t correctly process object collisions. Also, is it necessary to render the exact size of the planets? So I’m wondering if you have any ideas on how to work around these limitations.