PropertyValue
http://www.w3.org/1999/02/22-rdf-syntax-ns#type
http://www.w3.org/ns/prov#value
  • In other words, make your game state based, and only apply gravity when you entity is falling or jumping.The piston problem is a little harder though because it depends on the timing of how you react to entities using AABB. What I usually do is base all collisions on the moving entity that matters the most (the player character), and give everything else a lower priority (moving platforms).
http://www.w3.org/ns/prov#wasQuotedFrom
  • java-gaming.org