Hi bmarci, the thought is appreciated but that's Fauerby's; one of the papers I wrote about above, recommending that people avoid it.
Quote
(I am going to take this moment dive off-topic and warn any readers to NOT use Fauerby's or Nettle's guide to collision detection. Still bitter.)
Here's one link (I haven't read) looking at some problems it has. There's another rather academic paper out there that goes deeper into its numerical robustness, but I can't find a link anymore.
Personally I didn't run into those particular issues; the problem I had with Fauerby's code is that it works thanks to 2 bugs that exist in the code - but not accounted for in the algorithm - actually cancelling each other out. I had unthinkingly not-implemented one of those 2 bugs and had to get real intimate with things to find the problem. After struggling with my OpenGL version I redid it in Unity for the sake of visual debugging, and could see that the sphere would periodically pass through a surface, yet also get the surface normal wrong and coincidentally push the sphere back out. It does achieve the result of not penetrating a flat surface, but adds jitter, but that's what kept it working. If I recall correctly this only affected the sliding, not colliding, part of the algorithm.
I wrote a post about this maybe 4 (?) years ago, but I had a quick check of my post history yesterday and it seems it's not recorded.
Since you've had long success with it you could say I'm being too harsh. It did work to a practical degree, with a little jitter, when following his code to the letter - bugs included. And I admit that's quite likely to be good enough for almost everything, but it was very frustrating for me before finding happiness with Ericson's book.
So if it's still kind-of good enough for almost everything, why don't I go with it? Because it's actually a bit off topic, so I see I have to make the question a bit clearer after I submit this post.
What I'm looking for is something that has demonstrated experience with the pitfalls of finding upcoming terrain when using sweeps/raycasts. Those pitfalls are pretty much about dealing with edge-case geometry, and I'm hoping to find something published where someone has really dealt with the problems and knows which hiccups don't matter, which do, what to do about them, and what restrictions to work with.
The key difference is that Fauerby's article shows how to do sphere-mesh collision detection, while the thread's topic assumes that collision detection is already available (even if it's a posteriori), and is hoping for more expertise on what to do with the results when trying to track terrain.
Thanks for the consideration nonetheless. ![:) :)](https://uploads.gamedev.net/emoticons/medium.smile.webp)