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Current camera tilt in turns implementation is a bit of a cheat using the Phaser main camera. The main camera is slightly zoomed in to hide the edges of the graphics, then rotated. This has negative impacts.
Possible alternative is to rotate the world/car/props. This might be problematic because all are drawn differently and therefore would have different requires to ensure all rotate based on the same pivot point.
The text was updated successfully, but these errors were encountered:
Current camera tilt in turns implementation is a bit of a cheat using the Phaser main camera. The main camera is slightly zoomed in to hide the edges of the graphics, then rotated. This has negative impacts.
Possible alternative is to rotate the world/car/props. This might be problematic because all are drawn differently and therefore would have different requires to ensure all rotate based on the same pivot point.
The text was updated successfully, but these errors were encountered: