#Oh here's hoiw you get the AABB for a
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I thought an AABB was only an approximation of the bounds? based on something from the Physics 101 doc:
In the first phase, called the "broad" phase, the physics engine finds the colliders whose Axis-Aligned Bounding Boxes (AABBs) intersect. An AABB is a box which is aligned with the world axes (in other words, a box which is not rotated) and which fully surrounds the object.
In the second phase, called the "narrow" phase, the pairs of objects whose AABBs intersected in the broad phase are checked to see if their actual colliders intersect.
"if their actual colliders instersect"
although maybe if I never rotate my capsule then it's still accurate?
AABB and Bounds are identical
The Bounds on a regular collider is an AABB
it is not the actual geometry of the collider
what are you trying to do here?
Because your original code would have been using an AABB as well if you were using Bounds
an AABB (or Bounds) is a box, so even if not rotated, the "corners" of the box would still not be accurate to the capsule, if that makes sense, because the capsule has the curved bits at the end
So I answered your original question, which was how to reproduce this code:
But it sounds like what you want is actually something different from this
I'm following this video to make my kinematic character respond to collisions
https://youtu.be/YR6Q7dUz2uk?si=CKYtTesziDwtXzp1
How to make actually decent collision for your custom character controller. Hopefully you find this helpful and people will finally stop saying "jUsT uSe DyNaMiC rIgIdBoDy!!!1!!11!!"
Chapters:
00:00 - Intro
01:09 - Algorithm
05:11 - Implementation
Improved Collision detection and Response (Fauerby Paper):
https://www.peroxide.dk/papers/collisi...
and now that I think about it, an AABB is what you want since you just want the extremes of the capsule
it's just to get the spherecast radius/distance correct