After some search on the web i didn't really found any satisfying solution. So decided to ask here directly.
The problem - i need a collison shape for a character which can be swept to find the earlierst collision (so the point/delta and the normal) against an AABB (potentialy also moving but this can be reduced to moving vs static afaik by subtracting the velocity, but maybe i am wrong here), Sphere (also moving) and Triangle (always static).
Right now i have everything working with sphere and tris (swept sphere vs sphere and vs tri), but sphere is too limited to represent a character. One way right now is to use a "capsule" compound shape out of several spheres stacked on top of each other... but i think this will have issues when the collision will be in the gap between spheres and i don't really want this (it will be rare but may occur) especially some forced cases where character will stuck in tris between 2 spheres... so i thought maybe to use AABB to represent a character (it would do what i need) but now the more important question, isn't it too complex? and computation heavy? Is maybe a AA cylinder a simpler shape for this? But afaik it isn't. The whole swept shape subject is bit shady (hard to find good material on the web)
So what's the best way to breakdown and solve this task? And ofcourse some code samples are highly appreciated. (not that good with math)