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Posted

I have a csg object and I have a script attached where in the UpdateWorld() it just calls self.entity:Move() but it doesn't register collisions. I want to move this csg "forward" without physics/mass but still have it register a collision.

 

I suppose I could use http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityphysicssetposition-r190 but how would I always make it more "forward"? I like the Move() function because I can just pass a value in the z axis variable and it'll move forward. Thinking a PhysicsMove() would be a nice thing to have.

Posted

I want to move this csg "forward" without physics/mass but still have it register a collision.

Remember me the old good Blitz3D engine.

I thnik you will need physics to be able to have precise shape detection collision.

Stop toying and make games

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