Thank you for your response jumpman!

Yeah, it kinda solved problem for me too, but it causes more inaccuracies in movement, f.e. jumping (when hitting the celling) etc, so I had to refuse this solution. Reason why I wanted to separate XY and Z movement, is cause of issues given by ellipsoid collision hull. Making entity responsible for gravity smaller (half size, so ellipsoid is kinda smushed and thus resulting more or less box like collisions) and placing it below the origin of the XY moving entity allows me to get more or less suitable results for jumping on block edges etc. When you make trace from the origin of the XY moving entity, it will cause player to hump on the edges at places/situations, where player shouldn't be able to jump on. Also, I made traces from that half sized entity towards the moving velocity of XY, in order to detect obstacles and push him (player) away, this helps to prevent situation I've described above as well.

I'm not great at explaining such stuff in English unfortunately, sorry for that. In order to explain problems I've faced with ellipsoid hull, I could draw a picture if you want to.

Right now I seems to get things working, had to unite XY and Z in one entity, a bit more tricky, but I guess I'll be able to workaround some situations by level design (also I already had this setup working, with seperated XY and Z for movement, you can find it on the forum, something related to auto jumping, also it's on my webpage, but here I used a bit another approach and it resulted in problem described in the first post of this thread). As soon as I'll have something running, I'll make a thread and post a demo, would love to see you guys giving it a try laugh

My best regards!


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