Well… The thing is, my game kinda calls for thin walls. The problem is, collision with thin walls is hell (especially when you’re colliding with the width of the wall…) So I just wanted to ask whether any of you guys have any experience with working with thin walls, and how you overcame the collision-ness.
On my end, I’m currently experiencing a problem where when I run into the width of the wall, it will spasm and jump, because its colliding with two opposite sides of the wall at once…
how is that better than a sphere? a sphere is like an unlimited amount of rays in all directions plus it’s cheaper than firing rays in random directions.
no, the problem with thin walls is less the FROM solid, than the INTO body. you have to prevent jumps between the frames (imagine the avatar is on the one side of the wall in frame 1 and a kilometer behind it in frame 2).
there’s the technique of interpolating the movement of solids between frames (search for fluid transform changes), but i’d say my idea is way cheaper on resources.
As i dont use any autocollide it seems simple to me.
If you collide with the both sides of the wall, then one of the collision points is closer to your last frame pos(last frame cos you could have moved fast enough to almost bypassing the wall), so i would do my collisions based on the closer point and ignore the rest.
But i doubt this will help with automagical collisons.