korlibs / korlibs/korge

Proper collisions implementation

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bug
Dominant language
Kotlin
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Forks
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Avg merge
13h 44m
Merged PRs (30d)
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Description

After doing some experimenting, would be nice to make a standard integration supporting raytracing for all the entities marked as such sorted with a BVH implementation, and to include tilemap raytracing too.

Example: https://github.com/korlibs/korge-starter-kit-dungeon

So evolving that + https://store.korge.org/module/korma-tile-raycasting/ we can provide something that can:
* define colliders that are AABB sorted by using BVH for entities and tilemaps
* Those colliders supports at least raycasting (distance to collision, and normal vector) + AABB testing

With the normal vector and collision position we can implement sliding techniques.

Then it can be used for several kind of games including platformers, cenital views, etc.

Once this functionality is right, we can then publish the starter kit add a tutorial and explore start a new game JAM with all the new functionality and bugs fixed.

Contributor guide

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Research direction

Start by reviewing the issue's requirements and the linked dungeon starter kit and tile-raycasting module. Determine how entity and tilemap colliders should share BVH-based AABB handling, raycasting results, and collision normals. Done means the proposed integration supports those operations for both entities and tilemaps and enables sliding techniques.

Written by the indexing model from the issue text.

Assessment

Tech stack
kotlin
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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