@floooh@mastodon.gamedev.place
Post #3978996
2026-07-16 13:00 UTC
Replies (2)
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@floooh@mastodon.gamedev.place 2026-07-16 13:03
@SonnyBonds@mastodon.gamedev.place ...oh, and Box3D also does sweeping collision checks by default, e.g. no tunneling. Probably standard nowadays, but was a problem in many early physics engines. The docs page gives a pretty good overview of high level features: https://box2d.org/documentation3d/index.html
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@gustav@merveilles.town 2026-07-16 13:59
@floooh@mastodon.gamedev.place @SonnyBonds@mastodon.gamedev.place These little things are so important. Another one I always check is how easy it is to create a custom character controller / access the collision detection data. This is often surprisingly difficult/impossible, for example in Unity/PhysX. (At least it used to be impossible to get collision information for kinematic rigidbodies back in the day)