Hey all,
A while ago I posted a topic about getting an 'asteroids-style' movement to work with a robust collision system. I eventually came upon a solution which I was happy with but its fundamental flaw has become too problematic.
Here's the capx of that solution. Basically, I use some trig and raycasting to find the angle of the nearest wall, and push off it opposite that angle. It works terrific for all outwards angles. However, as you can see, there are a lot of problems with inwards facing wall angles. On angles between 180 and 90, the player twitches and shakes, and on angles between 90 and 0, the player teleports away and disappears. This isn't unexpected behavior for the code I'm running (read: I'm not asking anyone to fix my bugs!) however I've spent hours trying to come up with a solution to no avail.
So, does anyone have any ideas?