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
>
>
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