I have a world which is - for the most part - made by boxes. When seen top-down, it's like
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I switched from previous kinematic-oriented modelling to a fully dynamic-based player actor. This means I move the player by applying forces (most of the time, I set its velocity) and then allow Bullet update its position for me.
The player will sometimes get stuck in between two adjacent box-shaped rigidbodies. To be honest, I'm not really sure what's really going on, but it appears this is the case.
I am looking for suggestions to either investigate this in more detail or get the rid of the problem.
I must admit I'm currently incredibly low on performance. Is there a possibility the problem will just go away with a smaller time tick? The problem seems to be much less pronounced on release builds (I'm using VC++2010).
Would it be the case to drop boxes completely and go with trimeshes?
Should I use "real" triangular meshes or simplify them as individual polygons?