12 Months Ago
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4 Bit of cleanup simd cell triangle vertices up front Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it