Dioma on Nostr: #[0] dunno how big your physics time steps will be, but on normal engines with normal ...
CrunkLord420 (npub164q…rjwa) dunno how big your physics time steps will be, but on normal engines with normal movement speed it's usually not a problem.
You could also divide the movement into smaller steps and do multiple colission checks on the path.
Eh, I don't know too much about custom colission code. I've only implemented one for a voxel engine and that is pretty trivial.
Published at
2023-04-27 20:30:35Event JSON
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