Re: Kinematic Collision

Jamie Fowlston <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
[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.

Absolutely. I recently came across a car game where they'd spent some 
time optimizing the AI, so they could handle the AI for up to 30 cars on 
a 360 core. 10 years ago, on PS1, we used to have 30 cars running 
physics, AI and everything else on the only core (which ran at a heady 
30MHz...).

Jamie

> Christer Ericson, Director of Tools and Technology
> Sony Computer Entertainment, Santa Monica


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