I think you will notice a bigger difference in results the longer the distance of the bullet travels. So doing some target practice testing up close you can't see a difference, but taking long shots you could.
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I think you will notice a bigger difference in results the longer the distance of the bullet travels. So doing some target practice testing up close you can't see a difference, but taking long shots you could.
I did it in a different way. I used bouncing ball movement with "Bullet" checked in movement properties and it works like a charm, I think that it is a best method for this case. Thanks guys for ideas.
Easiest solution is always the best,
we sometimes tend to overcomplicate things XD
Very cool example Snail!
This other example I was referring was targeting (and colliding) with floating precision too >:)
http://community.clickteam.com/threads/93553-The-exact-coordinates-of-the-collision-bullets
(maybe lower "speed" value of the bullet object to see better..)
but I guess muskalator was happier with an equally-good-looking-but-easier-to-handle solution XD
I would just note that using the physics movements for bullets will have poor performance results on the mobile runtimes..