Posted: Thu Sep 24, 2009 2:36 pm
I`m really happy you`re progressing. Indeed using a box or real cylinder for character collisions ain`t that useful. A sphere and ellipsoid shapes are fine but don`t drop the capsule shape, since it has it`s advantages for character collision, and hopefully will be improved in time. Having the cylinder and box volumes as an alternative at least for static objects will be nice- a tree trunk, a barrel or a street lamp base will be "cheaper" as a cylinder, and some boxes, small houses etc will be better for the box shape(in comparison with a triangle shape-capsule shape collision). Just don`t push`em outta the todo list. Here are some things I think will be nice to be implemented (probably I`ll frequently add some more):
1. Raycasting (yep, once again- it`s a must even for a basic Collision System)
2. Collision Groups (or Collision Group Filtering)
3. Using Collisions Manager (or somewhat) object and easy access to the collision data
4. You may give your collision sytem project some more specific name (PIColSys etc.)
Don`t hasitate too much giving some info about your progress, asking for opinions, tests, sympathy with the math problems (kidding), some test levels etc.
1. Raycasting (yep, once again- it`s a must even for a basic Collision System)
2. Collision Groups (or Collision Group Filtering)
3. Using Collisions Manager (or somewhat) object and easy access to the collision data
4. You may give your collision sytem project some more specific name (PIColSys etc.)
Don`t hasitate too much giving some info about your progress, asking for opinions, tests, sympathy with the math problems (kidding), some test levels etc.
