My collision detection seems to work well. Responding to it, however, does not. My terrain is made of cubes. My player is made of a cube. They are all axis aligned. As my terrain is divided up into cubes, I simply check to see if every corner of the player's cube is in empty space or a solid block. If even one is in a solid block, then I know a collision has occurred.
I'm wanting to slide the player along the plane of the collision, but I'm having some difficulty understanding how to identify the plane to slide on and how. Everything I've tried so far seems to have issues determining the exact plane to slide on/propel from.
As the picture below demonstrates, from one frame to the next, if the red square moved from bottom up as the arrow points, I need something to show that the bottom face of the black square is what was collided with (or the top face of the red square).
Edited by Mythix, 04 June 2013 - 11:21 AM.