Article can be found here:
http://pc.ign.com/articles/496/496551p1.html
Some Key Points:
Getting Closer -
"...I'm writing this as we are approaching alpha on Tribes: Vengeance."
Tunneling and other movement obstacles solved:
"The good news is that all of these problems in the movement have been solved and Tribes: Vengeance is well on its way towards being released as a successful product!"
Collision detection vs. high speed rate:
"The two important features of this new physics system is that it has completely new collision detection routines, and that it is able to handle high speeds perfectly:
The collision detection was completely rewritten treating the players as two overlapping spheres instead of a cylinder. This is fast and robust enough to allow the player to walk on virtually any object and stops the player catching on rough edges as they move around over complex geometry.
As the player goes faster, our collision detection system adjusts so that it never moves far enough in one step to tunnel, no matter how fast the player is traveling. Effectively it subdivides and does more collision checks as the player's speed increases. "
http://pc.ign.com/articles/496/496551p1.html
Some Key Points:
Getting Closer -
"...I'm writing this as we are approaching alpha on Tribes: Vengeance."
Tunneling and other movement obstacles solved:
"The good news is that all of these problems in the movement have been solved and Tribes: Vengeance is well on its way towards being released as a successful product!"
Collision detection vs. high speed rate:
"The two important features of this new physics system is that it has completely new collision detection routines, and that it is able to handle high speeds perfectly:
The collision detection was completely rewritten treating the players as two overlapping spheres instead of a cylinder. This is fast and robust enough to allow the player to walk on virtually any object and stops the player catching on rough edges as they move around over complex geometry.
As the player goes faster, our collision detection system adjusts so that it never moves far enough in one step to tunnel, no matter how fast the player is traveling. Effectively it subdivides and does more collision checks as the player's speed increases. "