[DiscordArchive] Hi, im who opened the PR and thanks for the discussion on git, what would be the best or accurate wa
[DiscordArchive] Hi, im who opened the PR and thanks for the discussion on git, what would be the best or accurate wa
Archived author: Elitia • Posted: 2025-09-23T17:26:38.629000+00:00
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Hi, im who opened the PR and thanks for the discussion on git, what would be the best or accurate way in your opinion?
Archived author: Elitia • Posted: 2025-09-23T17:39:30.088000+00:00
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Maybe could be a better approach to do a contact sphere triangle
Archived author: Elitia • Posted: 2025-09-23T17:39:57.765000+00:00
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Cylinder-plane
Archived author: Elitia • Posted: 2025-09-23T17:56:26.973000+00:00
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Even piramid lol
Archived author: Pursche • Posted: 2025-09-23T17:58:08.426000+00:00
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I think this should solve the issues. It's not entirely accurate compared to what the client does (upside down pyramid), but where the width-less position would error on the side of putting the player too close to walls or slopes, so the clients collider clips through the wall... Using a sphere should instead error on the safe side, be wider than the upside down pyramid and place the player further away from a wall or slope, so the client still isn't clipping into it and risks falling.
Archived author: Pursche • Posted: 2025-09-23T17:59:23.389000+00:00
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A sphere is also a relatively cheap check to make compared to the pyramid. I think this implementation should be fine.
Archived author: Elitia • Posted: 2025-09-23T17:59:49.483000+00:00
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When i thought about i just stick to the original idea about sphere, but, i mean, it could be a huge decrease in performance to just not go to what the client expects?
Archived author: Elitia • Posted: 2025-09-23T18:00:09.922000+00:00
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The upside down pyramid
Archived author: Elitia • Posted: 2025-09-23T18:00:34.979000+00:00
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Actually what i did is even cheaper than the old float height AC/TC native function
Archived author: Elitia • Posted: 2025-09-23T18:00:43.125000+00:00
Original source
(or should)