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Solved phasing at high speeds and at low framerates #23

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Bonfi96
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@Bonfi96 Bonfi96 commented Apr 17, 2016

I solved the phasing issue when having the character moving at long distances per frame (both at high speeds and at big time deltas).
Previously the character would have warped through the colliders as there was no collision test between the start position of the character and it's calculated final position.

I would appreciate if @IronWarrior could take a look at it and give an opinion on my solution

@IronWarrior
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Hey Bon, it's a busy few days for me but I'll make sure I get to this before the end of the week!

@Bonfi96
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Bonfi96 commented Apr 18, 2016

Don't worry, there's no hurry, feel free do check it whenever you want

@EntranceJew
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just commenting so @Bonfi96 and @IronWarrior know that the code here has a conflict and can't be merged anymore

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3 participants