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""raycast"" for grid AABBs
(separate character handling)
then do a GetCells on just that grid
allows for extremely cheap penetrative damage
as it's all really simple algebra, not checking collision h…
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Currently there's two packages checking for collisions SAT and Quadtree. We only need to utilize one.
- Switch over to Quadtree to handle all collisions.
- Handle collisions by type. (ie Player, Vir…
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### Godot version
4.0-stable
### System information
Windows 11
### Issue description
In Godot 3.5 you could set [`collision_use_parent`](https://docs.godotengine.org/en/3.5/classes/class_tilemap.…
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**Is your feature request related to a problem? Please describe.**
Collision detection is just simply not accurate enough with collision shapes. See this video: https://youtu.be/yPEBGy3G0IM
**Descri…
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Hi,
I've been looking for a Godot starter/sample code that solves the problem of concurrent animated tile movement.
If you have a tile between you and a monster, and both of you intend to move …
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See logs from:
chr1:100-110Mbp run: gs://fc-secure-8e5a6fd7-16ae-4796-80ed-8f0463af5ff1/submissions/aca454c4-941b-4cfa-9dae-152b3e5d5829/PhasedPanelEvaluation/20fb92f7-27af-4ec8-b944-f1a285f2da1e/c…
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### Is your feature request related to a problem? Please describe.
I am currently working on a custom locomotion module, which is requiring that I do some in-depth tracing for player collisions. Whil…
Foohy updated
4 months ago
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i've implemented a simple collision detection (commit d618c37)
collision-detection-test/3d
there is an object moving 1.0 (voxels are currently 1.0_1.0_1.0) per update and checking for collisions in al…
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The polygon (in red) encapsulating all predicted footprints (blue) is rather conservative, to the point where a feasible global plan cannot be traversed due to collision avoidance. See example below:
…
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I have an issue in https://github.com/ros-planning/moveit/issues/1933#issue-576739605
I added the master branch moveit package in my src folder.
When I compile the master branch and try to run the…