If you look at the platformer games, they work better with
a flat collision Hull on the floor.
So the units dont fall off the cliff unexpectitly, but
exactly when the Cliff-Hull and Entity-Hull dont match anymore.
With elipsoid Hulls, the entity probably slide down when getting close to the edge.

I saw this behavior in "SuperUli" here. Where I suppose the elipsoid hull was the reason for unexpectantly sliding off edges.
(Though I dont know how the code is setup in this situation)


In this case a Cylinder would be the best compromise,
to have both less "stucking" in the horizontal direction, and
a very specified collision in the vertical direction.

So these cylinders can be used for platformers, and "firstperson
movement" alike.