L. Spiro wrote:I have not implemented the routine described by that paper, but this is a problem common to all collision systems.
However you will need to explain what you mean by “stuck” and what you are trying to do, the architecture of your engine, etc.
Physics should be handled at fixed-step intervals, for example.
L. Spiro
By stuck, I mean when the player walks on the terrain, it stops moving somewhere on the terrain, and can't move any more. What I want is to let the player collide with the terrain and static objects in the game world, a simple collision system, not the rigid body and soft body dynamics etc. Any suggestions to solve the 'stuck' problem, or other methods that other engines use. The scene is managed by quadtree or octree, and the bounding volume is aabb. What do you mean 'a problem common to all collision system', how do they work it out?