Done a search but found nothing conclusive.
The problem, well, slopes and irregular terrain basically. For example, imagine the following image is part of some game (it's not, it's just an example):
As you can see, the terrain is uneven and goes up a slope, the player would be expected to be able to follow the terrain as they move along.
The thing is, how? Now I know of the trick with using invisible platforms for the actual collision, and keeping those as simple bounding boxes while using the actual terrain as nothing but background art, and that works as expected.. for walls and flat platforms.
So I thought, well just rotate one of them a little, build up sloped invisible platforms like that. Doesn't work though, firstly if using bounding box, it remains a bounding box and doesn't rotate with the object in question, so you've not got an invisible block in the way (not good) regardless of the objects rotation.
So I tried pixel collision with the invisible collision boxes, but that's a little too accurate and the player would get stuck on individual pixels.
So how do you handle slopes and irregular terrain then? I did somehow get it partially working, but the player ended up having to take a slope at speed or they'd stop half way up the slope. If they intentionally stopped while on the slope, they couldn't move onward/up the slope, only back down again to the bottom of it, and often even when they could do it once, a second attempt would fail, so I guess it didn't work at all, heh.
I really want to avoid having to have the player bunny hop up slopes and over hills, or end up just using flat platforms and ladders to reach higher area's.
What would probably be perfect, would be a custom bounding shape, like the kind found in the physics behavior. The control of per pixel collision, but without the tripping up of errant pixels. But as we don't have that, what other ways can it be done?