Bastian78
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much different to what's being done now, since assuming the same scenario of the player moving into the wall, iterative penetration correction would just result in the player being pushed out of the wall by a small value - which is basically an epsilon :)
If that's what Casey intends then fair enough, I was just wondering if he had a novel strategy for avoiding this.
Sort of, but not fully implemented yet, because there are much more than just fixing the delta movement. You need to take the other velocity into account and correct position errors as well and introduce the concepts of mass to simulate pushing things - but not sure what casey has planned for this.
Maybe we use something like speculative contacts, which solves the velocity so it just touches the surface without any need for epsilons at all? Who knows...
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