- Edited
I've asked around before, but I think it would be better to put this on the forums, instead of something like discord.
Essentially, what's up with godot's collision? Seriously it's been very janky for me in tons of ways and I've not really found satisfying solutions. For example, in 2D making a slope tile barely works because the player consistantly collides with the edge of the slope somehow stopping all momentum. In 2D and 3D, any objects going (relatively) fast at all will clip through walls. The most common answer I've gotten is "just don't have fast objects", and look I'm not going to be stubborn or pester people about it, but I don't think having thrown objects or planes in a videogame is that crazy. Since it's not really been possible in my experience, I'll move onto other things, but I would really like to see that be more easy to do.
Also I know that 4.0 will be bringing a lot of changes, but things on the tracker like continuous collision detection (which I've heard on forums has been broken for several years) don't seem to have been changed yet, even as 4.0 is getting closer. I even considered learning how to compile godot myself, but I haven't seen any public contributions about these issues.
I don't mean this post to be rude, I just like having fast, and smooth moving objects in my games, and godot doesn't make that easy right now. I'd like to hear your thoughts,solutions or insights, on the matter, and where godot is going in the future. Sorry if this is formatted wrong here, it's my first post.