8Bit on Nostr: I think my next Godot recipe I will get to work at will be a proper ray-/shapecast ...
I think my next Godot recipe I will get to work at will be a proper ray-/shapecast library. Cause having one-liners for all that I find a lot more practical than tinkering with the designated nodes.
Just simple functions like
func raycast_multi(raylen, collision_mask, collide_bodies, collide_areas, max_results)
func check_overlap_sphere(position, radius, collision_mask, collide_bodies, collide_areas)
etc.
Just simple functions like
func raycast_multi(raylen, collision_mask, collide_bodies, collide_areas, max_results)
func check_overlap_sphere(position, radius, collision_mask, collide_bodies, collide_areas)
etc.