Better way to implement a character controller?
Posted: Tue Nov 28, 2017 3:59 pm
Hello,
Recently I've been trying to create a character controller with bullet. Currently what I've got right now is a capsule lifted by a small raytrace. Every update I move the capsule, resolve collisions, raytrace downwards from the capsule and lift it based on that. This works well enough except for the common problem of small but deep holes not working well with it but also not being able to climb up steep slopes as the capsule ends up colliding with the slope before it can move into a position where the raycast hits it. I was wondering what a better solution for this would be for this. I was considering just doing a few more ray casts but this sounds pretty hacky. I've also tried going through the btKinematicCharacterController source but I'm having a hard time trying to understand what's going on.
Thanks.
Recently I've been trying to create a character controller with bullet. Currently what I've got right now is a capsule lifted by a small raytrace. Every update I move the capsule, resolve collisions, raytrace downwards from the capsule and lift it based on that. This works well enough except for the common problem of small but deep holes not working well with it but also not being able to climb up steep slopes as the capsule ends up colliding with the slope before it can move into a position where the raycast hits it. I was wondering what a better solution for this would be for this. I was considering just doing a few more ray casts but this sounds pretty hacky. I've also tried going through the btKinematicCharacterController source but I'm having a hard time trying to understand what's going on.
Thanks.