![]() Speculative contacts generated too far from the character are more likely to point in wonky directions. I have some ideas for this (at least for things like compounds), but I won't be able to get to it in the near future.ġ) Reduce the grid body and character body speculative margins. It's relatively cheap and easy to do that analysis for meshes since you've already got all the triangles you need in cache and the logic can be vectorized pretty easily.ĭoing a similar analysis across all object types for all objects around any contact is technically possible, just computationally difficult. That's what meshes do- every triangle in the vicinity of a contact has a chance to say 'no, that contact normal could not actually be created because it would violate the assumption of a single continuous surface'. In an ideal world, you could check each contact against all other nearby geometry (or something mathematically equivalent), and correct or remove the contact if the normal violates the full surface. That misaligned normal can redirect the character's motion upward, causing a little jump. When the capsule moves near the seam, it's possible for contacts to be generated with a nearby box such that the normal does not point perfectly vertically as it would on a single flat surface. Seams in separate objects are a tricky business.
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