4 ms·
I do the same. Some difficult and brutal platformers will really help you notice how much user error you bring to the table. :P Good point too, because for fast
by dahart 4y ago
I do the same. Some difficult and brutal platformers will really help you notice how much user error you bring to the table. :P Good point too, because for fast twitchy games where the directions really matter, it’s quite nice to be able to calibrate and/or bias the direction rounding to compensate for my own bias. This could be one good reason to go with the trig code instead - offsetting the angle becomes trivial. It could be done under the covers before the rounding code sees it, but it’d still be doing trig somewhere.