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Physics floating-resting glitch #39

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@PuppyPi

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@PuppyPi

I seem to remember that the engine does a pretty cheap rest-test algorithm (probably just "check if it would collide with the map if we did posx += velx and etc. and if so then stop it") and that agents hitting the ground at high speed could end up "at rest" a few pixels above the actual ground.

Is that true? (Maybe for one version like C3 but not later like DS? Or is it all of them?)

And if so, is this ever important/relied on? Or would it be okay for an engine to handle that correctly cough differently? XD
:3

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