I'm quite surprised that capsule was more complex than a box. Isn't capsule common for collision shapes for their simplicity? Sphere rules, but is a box better than capsule for physics collision checks?
Hey Robin, first of all thanks for binge watching. Now coming to your question, here we are not dealing with physics calculation whatsoever. Physics shapes (Colliders) are based on geometry. Here we are just faking the geometry with some complicated maths.
I'm quite surprised that capsule was more complex than a box. Isn't capsule common for collision shapes for their simplicity? Sphere rules, but is a box better than capsule for physics collision checks?
Hey Robin, first of all thanks for binge watching.
Now coming to your question, here we are not dealing with physics calculation whatsoever. Physics shapes (Colliders) are based on geometry. Here we are just faking the geometry with some complicated maths.
would this be more preformant than full screen raymarching?
Not necessarily, like if I move close enough that my actual box covers the entire screen then at that point it is a full screen shader basically.
@@iDigvijaysinhG So at worst its just as preformant?
@@MountainLabsYT pretty much.