I'm intending to use JigLibX for a 2.5D game and since I’m new to this engine I have some basic questions. Hopefully someone can provide me with useful hints.
Problem 1: On certain points of the game I’d like to restrict the translation of physical bodies to specific coordinate axes depending on the world model’s layout and the camera perspective. For example I’d like to have that at certain sections the player can just run along the x-axis and being translated along the y-axis if he jumps. If the player collides with another not immovable physical object, it should also be just manipulated along those axes. Well, I’m aware that I could use a 2D physics engine like Farseer, but that would prevent me to have the possibility of different camera angles and to allow the player to move for example along the z-axis instead of the x-axis on certain sections in my world model. I know that this question has been asked before several times, but I spent now hours of searching Google and forums and didn’t find any appropriate and sophisticated solution.
Problem 2: Same as above, but for rotations along certain axes.
Problem 3: How can I prevent that physical objects (box shaped) tilt and slip off from edges if they are very close to such? This is important, because I want my player’s model only to fall after his body completely passed an edge.
How can I determine if the player’s model actually stands on ground so I can allow him to jump and prevent midair jumping?
Thanks in advance!