a66b4ac0cbec244ec8b81e0c306e69896d31d804
- Replace per-body collision with single AABB collider for rigid entities - Entity has half_w/half_h defining the collider box - Separate axis resolution: X first (min-penetration push), then Y (velocity-direction push to handle floor/ceiling correctly) - Sliding: when hitting a wall, only X velocity is zeroed, Y continues - check_on_ground uses AABB bottom edge, not individual bodies - Fix: X resolution uses minimum penetration (was velocity-based, which pushed player through walls when velocity was zero) - Default scene: added water pool, lava pool, wood structure, sand dune, acid pool, stone wall obstacle - 28/28 tests passing
Description
ASCII physical game
1.9 MiB
Languages
Rust
98.6%
GLSL
1%
Python
0.4%