Restore original meaning of a sentence in kinematic_character_2d, tweaks

This commit is contained in:
Nathan Lovato
2019-12-23 09:55:50 +01:00
parent 8a138215f4
commit f4bd3e6c28
+8 -8
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@@ -23,21 +23,21 @@ promote the kinematic one.
So, what is the difference?:
- A **dynamic character controller** uses a rigid body with an infinite
inertia tensor. Basically, it's a rigid body that can't rotate.
Physics engines always let objects collide, then solve their
inertia tensor. It's a rigid body that can't rotate.
Physics engines always let objects move and collide, then solve their
collisions all together. This makes dynamic character controllers
able to interact with other physics objects seamlessly (as seen in
the platformer demo), however these interactions are not always
predictable. Collisions can also take more than one frame to be
able to interact with other physics objects seamlessly, as seen in
the platformer demo. However, these interactions are not always
predictable. Collisions can take more than one frame to be
solved, so a few collisions may seem to displace a tiny bit. Those
problems can be fixed, but require a certain amount of skill.
- A **kinematic character controller** is assumed to always begin in a
non-colliding state, and will always move to a non-colliding state.
If it enters a colliding state, it will try to free itself (like
rigid bodies do), but this is the exception, not the rule. This makes
If it starts in a colliding state, it will try to free itself like
rigid bodies do, but this is the exception, not the rule. This makes
their control and motion a lot more predictable and easier to
program. However, as a downside, they can't directly interact with
other physics objects (unless done by hand in code).
other physics objects, unless done by hand in code.
This short tutorial will focus on the kinematic character controller.
Basically, the old-school way of handling collisions (which is not