Nice SAT implementation! It sounds like it should be robust to any polyhedron if you want to use differently shaped colliders. I don't know why, but YT dumped me into the middle of the series. I'm looking forward to going back and watching the rest!
Thanks! Ya, from my understanding any polyhedron indeed can be used, however the cube's face normals align with the edges, which is not the case for others. My implementation can be more generic and always compute the edge vectors, but it is more processing. Let me know if you have any questions or thoughts on the other vids.
I’d just put collider on the players game object that rotates , and you also can rotate collider that is the same as position and rotation of your animation if you will track and assign the transform of it to collider and you need to make a different game object inside player tho
That is true. I plan on doing something similar for the next devlog as I need to swing some kind of weapon. The server is not aware of the animations yet, nor do I have any mechanism to synchronize the timing of the client animations and the server animations. Once I have that, I still have a feeling it is going to be complicated because the animations really only tell you about joint orientations at a point in time. Unless you mean to add the colliders to the animation itself, then that may be more feasible.
Nice SAT implementation! It sounds like it should be robust to any polyhedron if you want to use differently shaped colliders.
I don't know why, but YT dumped me into the middle of the series. I'm looking forward to going back and watching the rest!
Thanks! Ya, from my understanding any polyhedron indeed can be used, however the cube's face normals align with the edges, which is not the case for others. My implementation can be more generic and always compute the edge vectors, but it is more processing. Let me know if you have any questions or thoughts on the other vids.
I’d just put collider on the players game object that rotates , and you also can rotate collider that is the same as position and rotation of your animation if you will track and assign the transform of it to collider and you need to make a different game object inside player tho
That is true. I plan on doing something similar for the next devlog as I need to swing some kind of weapon. The server is not aware of the animations yet, nor do I have any mechanism to synchronize the timing of the client animations and the server animations. Once I have that, I still have a feeling it is going to be complicated because the animations really only tell you about joint orientations at a point in time. Unless you mean to add the colliders to the animation itself, then that may be more feasible.