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2 commits

Author SHA1 Message Date
BruceChen
034c5d0cab fix: correct collision axis ordering and step-up threshold to match vanilla
Two bugs in CollisionDetector caused persistent Y-axis bouncing (0.6 block
oscillation) while walking on flat ground:

1. GetAxisStepOrder used a complex 6-branch sorting that often placed
   horizontal axes before Y. Vanilla's Direction.Axis.axisStepOrder always
   resolves Y first, then the larger horizontal axis. Replaced with the
   simple two-case vanilla logic.

2. The horizontal-blocked checks (blockedX/blockedZ) used exact != which
   triggered on floating-point noise (~1e-15) from sin/cos in movement
   input. Vanilla uses Mth.equal (1e-5 threshold). This false positive
   caused step-up to fire every few ticks on flat terrain.

Also includes DescendTemplate robustness fixes from the previous session
(fail on unintended climbing, suppress forward input on climbable blocks).

Made-with: Cursor
2026-04-12 18:43:32 +00:00
BruceChen
a3c918e946 feat: implement physics engine for player movement and collision detection
- Introduced a comprehensive physics engine that replicates Minecraft's movement mechanics, including player input handling, gravity, and collision detection.
- Added classes for player physics, movement input, and collision detection, ensuring accurate simulation of player interactions with the game world.
- Integrated AABB (Axis-Aligned Bounding Box) structures for precise collision detection against blocks.
- Enhanced movement capabilities with support for jumping, sneaking, and sprinting, along with step-up mechanics for navigating terrain.

These changes significantly improve the realism and responsiveness of player movement within the game environment.
2026-03-22 15:29:22 +08:00