Hey guys. I’m in the middle of developing a third person action/adventure game in the BGE and I’ve been having problems with the GE correctly calculating bounds at higher speeds of collision.
Spelled out, I have the player character’s armature (and other things) parented to a master empty placed at his feet that controls all of his “dynamic” interaction with the ground (including controlling his forward motion). Now, I’ve set up a test level that includes a plane that gradually curves up. At the base of the curve, he’s fine, and can walk/move about half way up the curve with no problem, but then when he runs (higher loc activator speed) he falls through almost as soon as the plane starts curving. I have the controlling empty set to dynamic actor, and “bounds” is on as ‘cylinder’ with the “compound” button ticked.
haha…if you need a .blend example, I can assemble one.
So anyway, any ideas what’s going amiss?