Re: Kinematic Collision
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <OFCB7DA142.C0882E16-ON8825762C.0004FDB8-8825762C.0005301C@playstation.sony.com> |
Alen Ladavac wrote: > [...] > As far as I understand the approach, there is no way to differentiate > A from B, as the capsule doesn't touch anything, and the ray always > hits just the floor. However in B, the character is slipping through a > narrow passage, and the rendering will show his legs in the two > M-labeled rocks. Simple. You tell your art/design team not to design geometry like that! (No, really.) Christer Ericson, Director of Tools and Technology Sony Computer Entertainment, Santa Monica ------------------------------------------------------------------------------ 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