YoSoyFreeman, So, this is the situation:
One of the most fundamental parts of a 3D engine are the intersection and sweep testing. This is, basically, a complex set of methods that, depending of the 2 shapes you want to test, will provide you with data that you can use to create 3D interactions and collisions. For example: Sphere against sphere, sphere against triangle, etc.
In Godot we don't have any of that, and everything will be calculated by this function: https://github.com/godotengine/godot/blob/master/servers/physics_3d/godot_space_3d.cpp#L650
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