I have implemented sliding collision response. Using a recursive collision response I am seeing some strange behavior and I believe it's because I am moving the player to the point of contact and then sliding them along the edge.
Question: I have seen a-lot of tutorials that say to move "very close to point of contact". Moving exactly to the point of contact before calculating the slide vector means that t=0 collisions are being registered and causing unnecessary recursion. Could someone provide some pseudocode to detail the correct process for recursive correction?