Proper collisions implementation
- Dominant language
- Kotlin
- Stars
- 3k
- Forks
- 148
- Avg merge
- 13h 44m
- Merged PRs (30d)
- 1
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
No contributing guide indexed for this repository
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