Re: Kinematic Collision

James Robertson <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Game development like almost every other form of software development is 
about using the right tool for the job.

I think you'll find you *do* always solve the general case - it just so 
happens that in simplistic games (from the perspective of collision 
detection) the general case is more simply defined, but as Raigan 
clarified, any game with dynamic content, deformable worlds, 
destructable scenery, player generated content, etc have a more complex 
general case.


[email protected] wrote:
> Raigan wrote:
>   
>> In a more dynamic world, where there are lots of physics-based
>> objects and/or destructible shapes, it's not so trivial (maybe
>> impossible) to guarantee that the scene is nicely behaved with no
>> tiny channels or other problematic geometry. Especially if you're
>> trying to allow characters to move on/across such dynamic shapes,
>> rather than simply treating them as untraversable obstacles.
>>     
>
> Game development isn't about solving the general case; it's
> about ensuring the special (failure) cases don't happen.  It
> is about the smoke and mirrors, the bang for buck.
>
>
> Christer Ericson, Director of Tools and Technology
> Sony Computer Entertainment, Santa Monica
>
>
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