Comments (2)
Commit 2b9068b added a new collision algorithm escape_along_ray
which should be able to provide better push-out and also assist with stair climbing. It is not yet free of bugs but I believe it is far closer to correctness than previous work.
from all-is-cubes.
This has been blocked on trying to get push-out (collision response to already-intersecting objects) to work right for voxel blocks at all. (Right now it is disabled, so characters can fall into blocks if the initial collision detection doesn't get the right answer.)
Given the amount of trouble I've had debugging collision response, I may want to integrate a physics library, such as rapier
, which will also get us other features like collision between characters (or other moving bodies we introduce) but will also add design constraints, like figuring out how to express stair-climbing behavior using the tools it gives us, and needing to build an explicit collision shape for the world around a character.
from all-is-cubes.
Related Issues (20)
- Multiblocks, take 2
- Revert using `cargo doc --no-deps` when Rust 1.76 is released HOT 1
- Choose a new logging backend
- Add timeout to render tests HOT 1
- Block face colors are not being taken into account by light propagation
- Batched notifications HOT 1
- Instanced block rendering HOT 4
- Antialiasing on webgl2 panics
- Asynchronous chunk mesh building HOT 1
- Inventory items must intrinsically provide icons?
- Light reflections from transparent blocks are ignored. HOT 1
- Mesh size limits HOT 1
- Deterministic chunk mesh ordering HOT 1
- Possible Incompleteness HOT 1
- Rigorous recursive raycast
- `GridAab` & `Vol` split HOT 1
- Light chart precalculation HOT 5
- Review math inlining HOT 2
- Block mesh caching
- Startup progress bar doesn't wait for `--precompute-light` to finish
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from all-is-cubes.