#💬 hiddenkaiserʹs Feedback
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@fair sage Looks super cool! How did you implement the rope sweeping algorithm?
Did did you repeatedly raycast from the new pivot to the character? Though your result seems far too exact for that and you said it wasn't framerate dependent. Did you use some sort of a binary search approach to find a more accurate place to put each pivot? Some of the collisions with the wedges look as if they are approximated by AABBs, did you make some sort of analytical sweep collision detection for the rotating line of rope?
just a rope ain't that deep 🤣
Anything can be simplified to “just a _” when you put it in abstract enough terms lmao. It’s not like this a just a rope constraint 😬

Yes I did use raycasts, I swept by angle between frames to make sure all was covered. I thought about using shapecasts but decided against it due to 1) the 1024 limit, and 2) unable to get a cone like shape out of it
He was actually almost right on