I want an thought, please :). I’ve applied shifting AABB -> AABB collision detection (3D), returning the time of affect.
After I calculate time_of_impact * velocity
I generally have accuracy issues, e.g. participant ought to keep at y=64
, however after multiplication it is y=63.999996
. So the following iteration returns time_of_impact < 0.0
, however its decision, does not resolve the collision, as a result of once more it stays at y=63.999996
. Transferring the participant ahead then collides with the ground tile from the facet (x or z axis).
How can an algorithm deal with numeric inaccuracy?
I take advantage of 32bit and did not check 64bit precision, however in some unspecified time in the future, it must also occur.
Thanks to this point.