Thanks man. After easing off for a couple of days, I've realised where the problem lies. I'm 99% sure my single AABB collision is watertight - all issues have arisen since adding a 2nd AABB to the car. I made some assumptions here which now seem ridiculous, so a rewrite of that section is on the cards!Ast A. Moore wrote: ↑Wed May 05, 2021 11:43 pm It’s good practice to walk away from a particular piece of code and work on something else, if only to give your brain a rest. Finding unusual bugs like those you’re describing can be daunting. I often run my game in an emulator while recording it to an RZX file. That way, if you catch a rare bug, you can rewind and find the exact conditions that trigger it. It’s not the fastest way, but it’s fool-proof (if you hit the bug, that is).
But not yet... I have more fun things to sort out first
I'll have to look into RZX format, I'm using Spectaculator which seems to support it. I think I need to get my head around debugging properly in the emulator too, I've solved a few things with it but more by chance than anything else!
So far I've been using video recordings of lab experiments with appropriate values output to the screen, then using VLC to observe things frame by frame with the "E" hotkey. Also border flashes to signal when the program reaches certain points. Might be time to level up my debugging skills!