Well, first of all I have done this in different ways but right now I am trying to implement it with SAT. Before I start let me set two points clear:
- Separating Axis Algorithm is working flawless, both Swept method (TOI etc)and Discrete(Normal MTV) (I have written a article on it, with a tutorial , soon to be posted for all to use/read)
- I can implement this in a hacky way with a crap ton of sensors around the player., by this I mean around 8.
So my question is, if I wanted to implement a movement like in the sonic Hedgehogs games for genesis using SAT how you go about it?
I have done this before with using sensors around the player to calculate slopes and all the other collisions, I could do it like this again, but I feel this way is hacky, I mean, using SAT I get somewhat a simplified 3D collision system, meaning I have access to normal of the polygons, their vertices, MTV, estimated time of impact, estimated time the polygon will leave (think bullets), etc.
I though of using the normal of the polygon the character is standing but it doesn't seem to want to work decently. I guess I want to find a aproach without using a sensor for each direction, bot, top, left,right angle, main.
So even if you don't know how to handle slopes like sonic does, SAT collision how would you do it in a simple movement way without using sensors, but still getting enough info to know where the collision is and stuff like that (This might trigger some ideas on my side, sinse I already know how to do this, your way might make see another perspective anyway).
Any insights would be greatly appreciated...
Sincerely Morphex.