I am sure this question has showed up from time to time, but I can not find any information about this.
I am creating a Game/Rendering Engine and do not want to use Physics in my 3D Game(not yet anyway), and I want to learn and implement moving a character along a quad floor mesh. I understand this involves a Bounding Volume and Hit Detection, but I am unsure how to test different locations of the quad mesh and how to smoothly move over rugged terrain because the floor mesh is not always smooth, it could be jagged with sharp angles(stairs).
I have come up with alternatives that use a TileMap approach and stores the height(average) for each section of the quad floor mesh, but I would rather use this simple mesh in real time for better accuracy. Maybe this requires a Ray Cast to know the X,Y,Z of the triangle face in world space, but I am a big confused how I would use this to test collision?
Id like to know alternatives, especially ones used for Servers(for speed).
Thank you and sorry if there is some other thread about this.