branchsbox/heightfield-collisioncancel
8 Commits over 30 Days - 0.01cph!
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
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
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
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
simd cell triangle vertices up front
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4