Problem
Every collider in src/physics is solid — there's no way to detect overlap between two shapes without the collision-resolution system also applying an impulse to separate them. Trigger volumes (pickups, checkpoints, damage zones, area-of-effect regions) are a standard building block missing from the engine.
Impact
Any game needing "detect overlap but don't physically resolve it" behavior currently has to hack it (e.g. by manually checking AABB/shape overlap outside the physics module, duplicating narrow-phase logic), or can't build it cleanly at all.
Suggested fix
- Add an
isTrigger (or similarly named) flag to collider components.
- Narrow phase should still detect overlaps for trigger colliders, but the collision-resolution system should skip impulse/penetration-correction for any contact involving a trigger.
- Emit enter/stay/exit overlap events (or expose queryable overlap state) so game code can react, consistent with the engine's existing event system (
ForgeEvent).
Acceptance criteria
Problem
Every collider in
src/physicsis solid — there's no way to detect overlap between two shapes without the collision-resolution system also applying an impulse to separate them. Trigger volumes (pickups, checkpoints, damage zones, area-of-effect regions) are a standard building block missing from the engine.Impact
Any game needing "detect overlap but don't physically resolve it" behavior currently has to hack it (e.g. by manually checking AABB/shape overlap outside the physics module, duplicating narrow-phase logic), or can't build it cleanly at all.
Suggested fix
isTrigger(or similarly named) flag to collider components.ForgeEvent).Acceptance criteria
documentation-site/docs/docs/physics