Does anyone have any idea about collision detection for kinematic (basically regular) objects that have been rotated? For axis aligned (non rotated) its very easy to do a sweep test. It works for rotated objects, but, not as well… In addition the player is still able to rotate when that occurs.
Main.java simply attaches GameState to stateManager
I was think about shooting a ray from all four corners and seeing if distance was low… but I’m not sure in which direction the rays should go then. If I just did UnitZ etc, it wouldn’t change direction (“become diagonal”) as the vehicle rotated.
Yes, I did so because they didn’t work even when they were enabled. I tried commenting them out before but it made no difference. I’ve somewhat combated this by having the vehicle rebound as it hits terrain. However, I’ve encountered a very nasty bug now… at around 0.22 to -0.22 radians of rotation, the vehicle acts extremely strange. It can’t go fast(very slow) and non of my rebounding works at all. I have no idea why and have been trying to figure this out for the last few hours… If anyone would be able to take a look and help me combat this issue it would be much appreciated.