How should sensors be implemented? #283
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If you don't need contact-level precision and bounding boxes would suffice. broad phase queries would likely be easiest: If you need contact level precision on an object that should not actually collide with anything (no contact constraints), you could stick some bodies (or statics, if appropriate; note that statics cannot generate contacts with other statics) into the simulation and monitor the contacts they find during the narrow phase. Examples of this the If you want contact level precision on an object and you want collision response, you could also use something like the |
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In the game I am playing, I need to implement a mechanism sensor or trigger. How should I implement it better?
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