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**Caveat**: the ideas presented here are fairly wild / brainstormy and I don't expect them to be accepted or implemented - but I do want to write them down here because they may inspire discussion.
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Any idea, how to implement fast enough collisions? I've managed to generate a convex collision shape from mesh, but it's slow and inaccurate. I am now trying to add a CollisionShape on runtime using P…
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should probably make some actual plans for what properties objects will be able to have and how they'll work
particularly wrt unique behaviors
one specific thing that i'll definitely want at some …
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Particulary the ray test is the root for many collisions problems when you run over surfaces with small gaps with a high FPS, as the probability of the ray shooting into the gaps and putting lara into…
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While basic collision detection is pretty easy in NetLogo (`any? other turtles-here`, size-distance check for circles, or bounding box checks for non-rotated rectangles), doing precise detection for o…
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![eZkuYVp](https://github.com/The-Aether-Team/The-Aether-II/assets/6759864/f4f7fba2-2936-49db-b67e-63735196b464)
**_Spawning criteria_** - grassy terrain in all highfield, arctic, and magnetic biom…
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There is a problem if a collision object inside nested game object. (game object in another game object)
Something like this:
How to reproduce:
1. create a new project
2. make sure that Allo…
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# What's the state of the rebuild?
This version is around 75%+ done.
It's missing some features from the 1.3.X.X Terraria's Overhaul versions, but what's currently implemented is much superior to th…
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Do at same time as #375
### TYPES OF DOORS
wooden door (single- or double-tile, single door or double-doors)- open, open & stuck (spiked), closed, closed & stuck, closed & locked, closed & locked…
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### Describe the project you are working on
Character controller for Godot
### Describe the problem or limitation you are having in your project
For any type of movement that requires a kinem…