I want to make my character slide along the correct wall when its bounding geometry collides against a corner (AABB/elipsoid intersecting two walls.) Zeroing out the negative projected velocity along both the wall normals only works when the character sticking to one wall is moving towards the edge, but when the character is at the edge moving inwards, one of the plane normal cancels his side ward velocity leaving him stuck. As another example, my character can walk up right to a ledge, but once at the edge of the ledge, ht cannot return backwards because the ledge wall …
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