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. > > ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list