I've been working on a project for some time now, and I'm trying to create a better physics engine, however physics is not my best subject. My game is similar to minecraft, there are static chunk objects, and physics objects. My main problem is that it seems very laggy, compared to other games, even with high fps. So i'm wondering if I should be putting the physics step on a thread and just using the position data etc for the rendering in order to get better movement? Another problem is, how do I do rotational collisions? Here is some of my code for collisions.
// This is for when a physics object when it hits the bottom of a block (static position)
void collide(PVector loc_, float r_) {
...
if (checkTop(loc_,r_,r_,r_)){
vel.y*= -bounce;
loc.y = loc_.y + r_+h+teleport;
hasCollide = true;
} else if (checkBottom(loc_,r_,r_,r_)) {
vel.y *= -(bounce);
loc.y = loc_.y -r_-h-teleport;
hasCollide = true;
isOnGround = true;
if (vel.y > -0.7 && vel.y < 0.7 && inBlockID == 0) {
vel.y = 0;
}
...
}
boolean checkTop(PVector loc_, float w_, float h_, float d_) { // Check Y axis collision
if ( loc_.y + h_ > loc.y - h && loc_.y - h_ < loc.y - h && // Y top's edge is between Blocks borders
loc.x < loc_.x + w_ && loc.x > loc_.x - w_ &&
(loc.z < loc_.z + d_ && loc.z > loc_.z - d_) )
return true;
else return false;
}
boolean checkBottom(PVector loc_, float w_, float h_, float d_) {
if ( loc_.y - h_ < loc.y + h && loc_.y + h_ > loc.y + h &&
loc.x < loc_.x + w_ && loc.x > loc_.x - w_ &&
(loc.z < loc_.z + d_ && loc.z > loc_.z - d_) )
return true;
else return false;
}
Would I have to check all the points along a plane to see if it goes through another plane? as they would not be parralel. (The sides of an object)
Also is there a better way to make sure a physics object doesn't clip through the block, besides setting its location outside of it?
(loc.y = loc_.y + r_+h+teleport;)






