주제: physics
-
Godot CharacterBody3D: grounded motion with correct velocity and physics timing
Keep velocity in distance-per-second units, integrate acceleration deliberately and use move_and_slide during physics updates with explicit grounded-state rules.
-
Collision broad phase and narrow phase: candidates versus contacts
Build a collision pipeline that distinguishes conservative spatial candidates from geometric contacts, with clear filtering, ownership, and profiling boundaries.
-
Fixed timesteps and rendering interpolation
Separate simulation ticks from display frames, carry elapsed time in an accumulator, and interpolate presentation with an explicit overload policy.
-
Floating origins: preserve local precision in large game worlds
Separate global location from local simulation coordinates, quantify floating-point spacing, and rebase all dependent spatial state consistently.
-
Unity player loop: separating input, physics and camera updates
Assign input intent, physics changes and camera presentation to deliberate update phases so frame-rate changes do not duplicate or lose gameplay commands.
-
Continuous collision detection: choosing a tunnelling policy
Understand how sweeps and speculative contacts address motion between physics samples, then choose coverage, costs, and failure handling for fast objects.
기계 판독 가능: JSON