Update 'Step 2: Player, Movement, and Collision'
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@ -114,7 +114,7 @@ So, the goal is to implement a collision detection between AABB and AABB, and co
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Thankfully, the lecture series does address both parts. What interesting is the proposed method of resolution. Rather than using the minimum overlap, it uses the overlap amount from the previous frame to determine which direction is the entity colliding towards. E.g. if the previous overlap is higher in the X direction, then the collision would be from the Y direction, and therefore the Y overlap should be used for resolution. For AABB resolution, this method works well enough.
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Thankfully, the lecture series does address both parts. What interesting is the proposed method of resolution. Rather than using the minimum overlap, it uses the overlap amount from the previous frame to determine which direction is the entity colliding towards. E.g. if the previous overlap is higher in the X direction, then the collision would be from the Y direction, and therefore the Y overlap should be used for resolution. For AABB resolution, this method works well enough.
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There are a lot more to narrow phase collision when the bounding box is not limited to AABB. Outside of AABB, there are a lot more edge cases to consider. Particularly, I have thought about slopes quite a bit and how to handle that. One hard edge case that I can think of is how to resolve a collision between two consecutive tiles that forms a 'V' shape. Even just resolve normal slopes is already a challenge. For now, this will not be a focus.
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There are a lot more to narrow phase collision when the bounding box is not limited to AABB. Outside of AABB, there are a lot more edge cases to consider. Particularly, I have thought about slopes quite a bit and how to handle that. One hard edge case that I can think of is how to resolve a collision between two consecutive tiles that forms a 'V' shape. Even just resolve normal slopes is already a challenge, really. For now, this will not be a focus.
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These are links that I find useful to reference when dealing with collision:
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These are links that I find useful to reference when dealing with collision:
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- How N deals with collision: [link](https://www.metanetsoftware.com/2016/n-tutorial-a-collision-detection-and-response)
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- How N deals with collision: [link](https://www.metanetsoftware.com/2016/n-tutorial-a-collision-detection-and-response)
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