This video presents five methods for rotating blocks in game development: the ultra accurate method (unoptimized but precise), the saw method (good for wave/platforms but poor for cue ball modes), the optimized version of the ultra accurate method, the ultra optimized method (works poorly but highly efficient for old mobile devices or low-end PCs), and the slightly less optimized method (ultra optimized with slopes). The video also mentions that for cases where sliding isn't needed, developers can simply omit hit boxes to save effort.
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6 ways to rotate blocksAdded:
Hello guys.
Today I will be showing you [music] guys five ways to rotate blocks however you want.
First [music] is the ultra accurate way.
This method is unoptimized, but works great. [music] >> [music] >> Next [music] is the saw way.
This one works great for wave or platforms you are not meant to land on.
But for cue ball and like every other game mode, it is bad.
>> [music] >> Next is the optimized way. This is a more optimized [music] version of the ultra accurate way. So yeah, that's all about this method.
>> [music] [music] >> Then is the ultra optimized way. This one works kind of bad, but it's very optimized. So it's good for [music] old mobile devices or potato PCs.
>> [music] [music] >> Next is the slightly less optimized way.
This is just the [music] ultra optimized way, but with slopes.
>> [music] >> And finally, [music] if you are not going to slide on it, you can just not add hit boxes if you are too lazy to add saws.
>> [music] >> That's all for today. Sorry for not uploading in a while. I'll see you guys in [music] the next video.
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