What can I say Gregorz, you're too fast for me ! I can't keep up the pace with support
More seriously, I'm updating the post right now.
I've tested it. Collision is working but (there is always a but) now it's also colliding with the ground (haha !) witch can be problematic when you are on merely hilly ground right ? (like up /down /up/ down again ... ... ...)
One picture atached.
Well this should not be a major issue (since I can do it another way) but would you mind considering this enhancement ? :
Initial
Bool sweep(C Vec &move, PhysHit *phys_hit=NULL )C;
Changed to :
Bool sweep(C Vec &move, PhysHit *phys_hit=NULL , UInt groups=~0 )C;
As in :
static Bool sweep(C Capsule &capsule, C Vec &move, PhysHit *phys_hit=NULL, UInt groups=~0);
(and basicly every of your colliding functions)
Adding the Uint groups will add better control and mak function more usable I think, and if it's based on the sweep function wouldn't cost much.
Anyway, I mark this one as solved and wish you a good day !
PS : Screenshot of the collided ground... (Watch the red vector. Only appears on positive slopes (since I don't set the z in my method).)
And if you ever wonder why my character is naked :
feel free to give a hint to the big guy (it's a real show stopper for us and we'd like to share some of our game with the community one day when we will not be all naked and ashamed
).