HoratioHuffnagel Posted December 1, 2017 Share Posted December 1, 2017 Hi, I am currently working on a game where I want to avoid using heavy physics systems. Mainly because I have size restrictions on downloads, and the physics requires a movement style like asteroids, but with no friction and a capped speed. Something that gets a little tricky with physics engines. So - Babylons's inbuilt physics system looks perfect - I can move the player with my own calculations, and just detect the collisions and react to that. Only problem is I'm not sure how to get the intersection point (i need to reflect the characters velocity when it hits a wall). let result = player.mesh.intersectsMesh(wall.mesh, true); So for instance - this is great... but only returns a boolean. I COULD cast a ray along the direction of travel, but that wont help if I clip the corner of an object. Any thoughts? Cheers. Quote Link to comment Share on other sites More sharing options...
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