Vixen
dd8b0a81

Engine · guide

Terrain collision

One Jolt height-field shape per tile, kept in step with the ground, in its own assembly so neither the kernel nor the renderer links the other's dependency.

Edit this page on GitHub

Documents

Next

  • The terrain heightfield — One grid of 16-bit heights over an authored range, a stack of non-destructive edit layers, the paint channels and the hole mask.
  • Sculpting a heightfield — The seven sculpt kernels plus holes and paint, the stroke record that makes a drag undoable, and the ray that turns a pointer into a sample.
  • Floating things on water — Pontoons over Jolt, evaluated at the fixed step's water time — a component, a system, and the three orderings that are silent when they are wrong.
  • Character movement — Turning a player's intent into a character that walks, jumps, crouches and slides along walls.