Re: Kinematic Collision

Glenn Fiedler <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
spot on really
key point here is to avoid arbitrary geometry from the artists when using
the raycast technique. if you can't do this and you have to support
arbitrary geometry and/or dynamic geometry - it's probably best to use a
modern technique, even though it is more expensive.

On Sun, Sep 6, 2009 at 8:48 AM, David Whatley <[email protected]> wrote:

> Figuring out what surface is fine to "be on" and how to handle surfaces you
> should not be in, or the penetration into either is a major pain.  In the
> simple cases its trivial, but in the face of arbitrary geometry from the
> artists, the slightest things can creep in to mess up algorithms that use to
> work fine.  What amazes me is that this is one of those problems where the
> solution is more or less obvious to a human, but is difficult to express in
> realtime code.
>
>

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