Re: Kinematic Collision
James Robertson <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
That's only a solution for the most simplistic single player games these days. [email protected] wrote: > 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 > > ------------------------------------------------------------------------------ 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