@raiganburns finding the closest valid position to the invalid/penetrating position post collision
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Replying to @sssmcgrath
@raiganburns@cmuratori claims it's "smoother" but I think it'd just feel like putting variable density foam padding on everything2 replies 0 retweets 0 likes -
Replying to @sssmcgrath
@DyadGame@cmuratori I guess I need to watch for details but it seems like iterative pushing should converge to the same place?2 replies 0 retweets 0 likes -
Replying to @raiganburns
@raiganburns@cmuratori I don't believe it will... unless I misunderstood the algorithm1 reply 0 retweets 0 likes -
Replying to @sssmcgrath
@DyadGame@raiganburns It is more lenient than iterative push, and that is actually what is best about it. It feels _much_ better.2 replies 0 retweets 1 like -
Replying to @cmuratori
@DyadGame@raiganburns The reason is because small imperfections in the collision geometry can be tunneled by this scheme, which is _good_.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@DyadGame@raiganburns The iterative push scheme falls apart when you have small imperfections, and you have to solve them another way.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@DyadGame@raiganburns As for post-collision velocity, you have a number of options of how you want to handle them, which we'll cover.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@DyadGame@raiganburns But basically I strictly prefer p-search now if you can write it for your game. I think it's always better.3 replies 0 retweets 0 likes -
@DyadGame @raiganburns I am getting that impression, yes :)
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Replying to @cmuratori
@cmuratori@raiganburns did you see my tweet about it applying a layer of variable density foam to everything? is that not how it'd behave?2 replies 0 retweets 0 likes -
Replying to @sssmcgrath
@DyadGame@cmuratori is the episode in question day 044?2 replies 0 retweets 0 likes - Show replies
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