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The flickering was me, miss using raylib 🍎 So if I understand correctly, it continues colliding bc it's checked before bouncing? Is there a more generalized way (not checking the y component of the velocity) to solve this? Like some operator that delays the switch after the new position is computed? In an scenario with many objects moving in many directions the vy > 0 trick might not be doable. |
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Hi guys!
I've been trying to wrap my head around FRP in general and Yampa/BearRiver in particular. It's been hard, but looks like I'm slowly getting somewhere... until I hit a wall and can't seem to figure it out.
Attached is a very simple code. There are balls and planes (don't mind the player). Balls are affected by gravity and collide with planes.
The logic is BearRiver and the graphics h-raylib. The issue is that it renders with a ton of random flickering and occasional but temporal black screens (after which the game state might be broken).
I don't even have a clear intuition of what's goin on :(
Gotta say, FRP is really clicking for me! I think this is an awesome library in an awesome paradigm, and it'd be awesome understanding the issue and going through it 🙏
Regards!
bouncingball.zip
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