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 ------------------------------------------------------------------------------ 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