If I sat down long enough, I'm sure I could make this happen, but I don't want to reinvent the wheel if I don't have to, especially if XNA has patterns in place for doing this.
For now, I'm working in a very low resolution world, minecraft style. Everything is a simple cube that's 1x1x1. Currently I can move and look around but the camera is floating above the cubes, it doesn't use the cubes to determine where the camera is or where the camera should not be.
I'm just looking for the simplest of physics, such as not walking through blocks, if I walk off a cliff the character (camera) should fall and land the proper height above the ground, and general movement physics that you would expect out of even the most basic of games.
My first approach was to have a BoundingSphere for the character and a BoundingBox on each cube but when I detect a collision between the sphere and any box, how do I correct the character's placement to not intersect anymore?
I'm open to any alternatives and techniques that are out there.