Voxelers / 3d

3D in Voxelers
Apache License 2.0
9 stars 1 forks source link

Explore Godot Collisions #51

Closed acs closed 2 years ago

acs commented 2 years ago

After implementing in the 3D godot game the bullets with collisions I have reached the conclusion that I need to understand better how to manage collisions between the elements in a 3D world. Let's research it in this ticket for future challenges.

Physics for managing collisions: Introduced for 2D the basics are the same in 3D. Practical application of the concepts Area and KinematicBody are close. Both of them can detect collisions but the kinematic of both is not managed by the physics engine. Collision shapes (3D)

Collision in 3D is badly covered in the Godot doc. It covers for example Area2D in the Physics 2D intro, but Area (3D alternative) is never covered. Probably it is because in 3D, exactly the same approach of 2D must be followed for collisions.

Probably the best approach is to read the tutorial for the 3D game creation which provides more details.

It is pretty interesting that in the classes doc there are references to tutorials showing how to use them.

It is important to understand the collisions layers and masks.

acs commented 2 years ago

So i am reaching some conclusions. In physics you have 4 kind of nodes:

acs commented 2 years ago

Mostly done for this first research. The Collision topic is huge and it has a lot of tricks depending the use case. So let's close this ticket and create specific ones when needed.