the_maven
I appreciate that, but I've had plenty of projects with specific collision problems, the thing is that I never really got any solutions. The question isn't specific because I'm not wondering about a specific physics problem, but more of the future of godot I guess.
The three answers that I've gotten to all of these problems have been "Increase physics fps", "Code your own solutions", and "Code around the issue".
- Increasing physics fps didn't work in most cases.
- Coding around the problem, or rather making a game that doesn't include these cases is fine, but it's what I'll already be doing if it doesn't work, and what I have already been doing.
- Coding my own solutions is also a fine suggestion, and even though I'm not really skilled in this area, it's probably what I'll try next time I encounter these problems.
That last one though, also brings me to what Pixophir had mentioned, swept volumes. If im not mistaken, this is exactly what the Continuous Collision Detection feature is supposed to do (along with a ray casting option) to minimize these problems, which currently is not working. My question was more about things like this, engine features. Do we know if it will be fixed, say, this year? Or should I not bet on it? Since I'm not super skilled with doing my own physics, projects that run into a lot of these problems, for the most part I just don't work on. I have other things to do, other things to create, but it does present a barrier to what I'm able to create by myself.
Oh well, maybe I'll create some of my own solutions here and there, but I'll mainly avoid planes and the like for now.