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Made physics cheaper still
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@ -1,4 +1,4 @@
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#![type_length_limit = "1652471"]
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#![type_length_limit = "1664759"]
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#![feature(
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#![feature(
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euclidean_division,
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euclidean_division,
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duration_float,
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duration_float,
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@ -145,12 +145,15 @@ impl<'a> System<'a> for Sys {
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vel.0 = integrate_forces(dt.0, vel.0, friction);
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vel.0 = integrate_forces(dt.0, vel.0, friction);
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// Basic collision with terrain
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// Basic collision with terrain
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let player_rad = 0.3; // half-width of the player's AABB
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let player_rad = 0.3f32; // half-width of the player's AABB
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let player_height = 1.7;
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let player_height = 1.55f32;
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let dist = 2; // distance to probe the terrain for collisions
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// Probe distances
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let near_iter = (-dist..=dist)
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let hdist = player_rad.ceil() as i32;
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.map(move |i| (-dist..=dist).map(move |j| (-dist..=dist).map(move |k| (i, j, k))))
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let vdist = player_height.ceil() as i32;
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// Neighbouring blocks iterator
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let near_iter = (-hdist..=hdist)
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.map(move |i| (-hdist..=hdist).map(move |j| (0..=vdist).map(move |k| (i, j, k))))
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.flatten()
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.flatten()
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.flatten();
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.flatten();
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