A long fall passes straight through a thin floor or roof
Dig a deep shaft, build a tall tower and jump: after a few seconds the character is falling so fast that a thin plank or a ceiling of one layer is simply skipped between two frames. Here is how to land on what was crossed, and why the fall needs a top speed.
Why this works
What matters is not where the feet are now, but whether they crossed a floor during the step. Asking about the path between old and new position catches thin floors that a quick look at the end point would miss.
When not to use it
Not needed when floors are thick and falls slow, because a plain overlap test already works there. Also costs effort in games with many fast things; check only the few fast ones, like the player or bullets.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A long fall passes straight through a thin floor or roof" (read_entry fast-fall-through-thin-floors) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP