Raylib_TrueTileCollision

Retro platformer physics with Rectangle collision [Moved to: https://github.com/nezvers/Raylib_RectangleCollision] (by nezvers)

Raylib_TrueTileCollision Alternatives

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Raylib_TrueTileCollision reviews and mentions

Posts with mentions or reviews of Raylib_TrueTileCollision. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-01-09.
  • Does anyone make a platformer game with Area2D?
    1 project | /r/godot | 12 Jan 2021
    I wrote NES influenced physics example in C for Raylib framework - TrueTileCollision.
  • Is move_and_slide() supposed to move the body which is not along its given vector?
    5 projects | /r/godot | 9 Jan 2021
    Already answered:"If you know even JS, you already know if, else, else if, for, while and functions. Knowing how that works, it works in any modern language and the rest is just icing on language's cake. That doesn't take long to learn."I started with GameMaker and it's GML C and JS cross-breed (with basic C++ knowledge). I've tested out UE4 C++ and Unity C#. During GameMaker time I learned a lot of programming and made my own NES-inspired collision system which I completed when I checked out Defold with their Lua language ([open-sourced project](https://nezvers.itch.io/defold-true-tile-collision)). I fell in love with plain C and wrote the core of my [TrueTileCollision](https://github.com/nezvers/Raylib_TrueTileCollision) physics as Raylib's example. I've done some little projects with JS.

Stats

Basic Raylib_TrueTileCollision repo stats
2
6
0.0
over 2 years ago

nezvers/Raylib_TrueTileCollision is an open source project licensed under MIT License which is an OSI approved license.

The primary programming language of Raylib_TrueTileCollision is C.


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