LukasBanana wrote:EDIT:
Enother further thing: when I have very small objects in my scene (e.g. a PC-Keyboard Physics Object which can be picked) which lie on the floor and I walk over them I don't want tha stair-step effect.
For those small objects, I just want them to be thrown away when the PlayerController hits them. But the Player should not go over it like with the Stairs-AutoStepping.
How can I do that or will that be supported first with your next Controller?
that is the point I was talking about, and that I want to resolve with teh new smart controller. an all in one controller can not solve all of the problem of a particular game.
the stair effect, or teh ramp effect are a good, but only when you want that effect, there is not clear way to decide if this action or that other action is teh best respond to a cituation.
so my solution to that is to make a smart player controller.
teh controlley joint will have teh funtionality but it will no try to link or coordnate then.
It will be the new Newtopn AI module tha will coordinate the respond the play will take whne face with the envriment.
also state state machines, pathe finding, navegation, and probability base AI response are commun sugget that every prgrammen is familiar with and therefore they will
be able to extend the funtionality of teh player or any other complex objec like vehicles.