I did sliding collision on the FPS demo.
https://code.google.com/p/nxpascal/s...meUnit.pas#151
The physics part in that is 11 lines long loop. It takes use of TGLModel.FindNearest() which scans nearest wall point of all nearest polygons, and then the loop pushes player away from it. It is similar logic as in the walker demo, only applied in 3D space. (*Similar*, not *same* because this version is much more optimal and accurate).
Yes that sounds same.change the radius value for PointInSphere and thats same as changing player sphere radius? Im correct?
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