Hi, I’ll be using this thread to post two (or more) different methods of implementing an idea, and asking which one would be better to use. If there a better way of implementing something, then please bring it up.
I’ll be updating this first post which the latest question.
I want to do ledge hang for my game (I’ve asked how to do it multiple times on the forum):
I could use two rays to identify the angle of the ledge wall and surface (to check whether it’s climbable; whether it’s a wall or an actual place to climb to). I would need another ray to make sure there’s space to climb the wall as well.
I could use rays, but they don’t check for angles. Every climbable surface has planes around the edges that tell the rays that the wall is climbable.
With the first method, I could just make scenery and the climbable objects are made automatically without me having to worry about configuring them. In essence, the player can climb anything that seems climbable, I like that kind of freedom.
The second methods seems more efficient because I’m not checking angles constantly and I don’t need to make sure that there’s space to climb the ledge, however; it limits the climbable walls to what I remember to add the planes to. It’s just more work for us when it comes to actually making levels.
I personally like the first method better.
Is there a better way?