I'm looking to implement a
chase camera system (where the camera follows another object, mostly behind it) and I'm wondering if it's feasible to do this using joints and constraints. The camera needs to be able to collide with other geometry, so it doesn't end up on the inside of walls or other objects. Modelling the camera as a physical entity like a sphere and attaching it via joints to the entity it's chasing seems to make sense to me in that regard, but I don't have much experience with BEPU or physics engines in general... I'm not sure if that's really a good idea. Is there a way to make the camera collide with other entities, but without effecting those entities in any way? E.g. it should simply slide across the surface of a colliding entity, but not push it around like if the camera were an actual physical entity with mass in the game world.
Same would apply for the joint: the chased object would be dragging the camera around, but shouldn't be slowed down by the added "weight" of the camera. Also if I manually move the camera, it shouldn't have any effect on the entity it's attached to - the joint would just be used to restrict the camera's movement, nothing more.
Is that a feasible solution and if it is, how would I configure the camera, the joint(s) or BEPU in general for this to work?
If that isn't going to work, how else would I check for collisions between the camera and any static geometry or dynamic/kinematic entities without having to roll my own collision detection system? Seems wasteful, if BEPU physics is already so good with that stuff.