This is not such a good solution, though. With this method you can't adjust the speed of something. Of course, if you have no need to adjust the speed, like in a runner, this would be fine, but otherwise you would have to have all objects moving at a static speed, and you would have to set the right offset for every object. One way you could solve this is to have a ray cast between the current and last position and check if the ray collides with anything, and if it does, just set the position of the object to where the collision occured and resolve your collision from there.
DobbydooMember Since 06 Jan 2014
Offline Last Active Jun 19 2014 03:30 AM