5 hours ago, Fulcrum.013 said:Also in case your character have to move along a surface only(i.e. can not jump/fall from borders) you can calculate coords by other way - to move character in current surface u,v coords and then compute a world position substituting current u,v to equation of surface. For planes its very simple to do. Also in case of planar only floor surfaces it can be easily extended to jumps/falls. You just have to substitute x,y,z of coord of closest to plane point of object to equation of plane to find a distance by normal and then project a 3D velocity to its vector. By other worlds - to add 3-rd dimension to same algo to have a time point on wich jumped/falling object will hit a plane and wich same plane, and ever to advice a coords of hit point. Really floor is same plane as wall but have other orientation of its normal vector. Only difference betwin walls and floors/ceiling that walls have a zero vertical component of normal, while horizontal floors/ceiling have a vertical component of normal 1 and other components is 0 for horisontal floor, and much higher vertical then other components for slooped floors.
i'm sorry i can't get it