mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 18:29:11 +00:00
Restore original meaning of a sentence in kinematic_character_2d, tweaks
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user