-
-
Notifications
You must be signed in to change notification settings - Fork 23
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
better on_ground calc #667
Comments
closing cause backlog |
i added one on the physics branch its 100% accurate |
ok re-opening so you can close it @Tebarem on merge |
nooooo |
now when your PR is merged it will auto close this issue |
bruh. why did i not know of this |
this is not actually truly correct. should look at AABB collisions similar to |
@andrewgazelka how come? can u show a clip |
A good example would be a half slab. If there is a half slab below the player, your algorithm would think that the player is on the ground when there's still a half block of air to go. So you need to actually look at the bounding boxes of the block to determine if the player is on the ground. |
you are right i didnt account for that. will have a look again |
right now is
on_ground: velocity.velocity == Vec3::ZERO,
The text was updated successfully, but these errors were encountered: