Spek wrote:In the attachment you see the stair I''m talking about. I can climb it, but then suddenly somewhere halfway I will get stuck. When rotating or moving backward-forward a bit, the bastard proceeds. But that's a bit annoying of course. Maybe the physical (collisionTree) shape is a difficulty here? The stairsteps are quite high, but not higher than the "maxStepHeight" setting.
that is the problem sthat I am going to adress wit the new player controller.
Basically a one capule player controlled with a single step hight is bound to fail on some cases.
The idea that a sinle capsule can be a represeiunation of a human is an absurd,
to remedy that the new player will have a shape on each major limb, this way each colilsion shape will behave and will be expected to behave like a shape.
the controller behavior will be an emergent function of the set of all collision shapes working together each as a shape rather that as a character.
I started the implementation but I first need to copmplete some low leve funtionality before I get to that point.
The new plaey controller will be smart enought that it will be able to negociate those kind of obstacles without any problem.
it will be smart to kknow that the player is going ove a lader, or it is taking a step.
I am hopefull that this weekend I comple the minum funtionality that I nee on the engine side to comple the player controller.