Hello Developers,
Me and a friend have been working on custom physics with the goal of using as few of roblox’s default physics systems as possible. Lately we ran into a big hurdle in the form of cylinder v. box intersection, more specifically edge cases where there is/are:
Two points of intersection
One point of intersection
The biggest difficulty seems to be the accuracy (or lack thereof) in resolving points of collision between the base of the cylinder (a circle) and the edge or corner. All of the methods we’ve tried thus far rely on checking discrete points mapped out across the cylinder’s base but as you can imagine, this is far from an ideal solution, and pass-through is sometimes observed.
I must also note that we don’t have any qualms with falling back on what the engine provides, if it does come down to that. Any help would be greatly appreciated.