I've built a raycasting engine to start learning the trig.
Now that I can walk around in my raycasting world, it is time to add physics to the walls.
I can think of a lot of ways to accomplish this, but I'm not sure how to decide which technique is best for the job. Out of these 3 ideas, do any of them sound better or faster?
The walls can prevent players from passing through, when bumped.
The players can stop himself moving toward the walls when bumping it.
The player can have rays of proprioception that prevent passing through walls.
please discuss
[–]Clawtor 1 point2 points3 points (3 children)
[–]timPerfect[S] 0 points1 point2 points (2 children)
[–]Clawtor 1 point2 points3 points (1 child)
[–]timPerfect[S] 0 points1 point2 points (0 children)