(I will need it... this week has been bad for productivity, lost heat for 3 days, both cars wouldn't start, etc... expensive week.)
Oof. It's like you get jinxed every time you try to work on Mythruna.
Yes, I often feel that way.
Pardon my ignorance on the matter, but what are the difficulties with implementing block-to-block collision versus sphere collision? Just stability issues, or is there something fundamentally different about it?
Sphere-to-blocks... there is only one sphere and many blocks. Blocks-to-blocks there are many blocks and many blocks... in any kind of orientation. (A sphere has no orientation, really.)
But I've made progress here also:
In many ways, that's an even worst case scenario because so far in this engine I don't have partial blocks... so I recreated the chair and the table from quarter size blocks. So each chair leg, table leg, etc. is 2x2 blocks wide. Lots more work for the collision system to do... and lots and lots more contacts to resolve.
I guess the plus side is that any optimizations I make for stability and performance will be that much easier to see.