Sir LoLz
Did you find a way to calculate 3D physics? Or you just made the 3D ramps at the (0, 90, 180, 270, 360) degrees?
What I did is add chipmunk physics because it lets me run calculations after a hit is made but before a result is applied. so over my height map I place wall objects where elevation is severe. I then calculate the player's Z VS the Z of where they are going. if the players Z is higher then it means they would be falling off. but if they are lower then they hit a wall. I need to iterate more on this function as it does not work around corners. but it's a great proof of concept so far.
I also added a boolean to lock the player to the ground. used to keep the player touching the ground if the z change is so small you don't want the player to "float" to it. so that way you don't float down inclines"
On that note, tho
R0J0hound something is up with the physics. a player may hit a wall and it stops correctly. I use "on pre-step" to see if they should hit the wall or fall off the elevation the wall separates. it works fine but the trigger is not reset until the player steps back. Ideally, I would want the player to be able to hit a wall and be stopped. but to then be able to jump and then clear the elevation difference. any advice?