@DyadGame @raiganburns @cmuratori Yeah, iterative (collide then process remaining time) approach guarantees consistent behavior regardless
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Replying to @nothings
@DyadGame@raiganburns@cmuratori of when in the timeslice the collision occurs, whereas the geometric-nearest will effectively delay the1 reply 0 retweets 0 likes -
Replying to @nothings
@DyadGame@raiganburns@cmuratori collision response until the end of the frame, which is thus a random amount through the frame.1 reply 0 retweets 0 likes -
Replying to @nothings
@DyadGame@raiganburns@cmuratori So it sure sounds like random loss of energy (assuming your collision response damps the lateral movement)1 reply 0 retweets 0 likes -
Replying to @nothings
@DyadGame@raiganburns@cmuratori It may feel better for the sloppy geometry case, but that feels better served by something explicit.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@raiganburns@cmuratori That's exactly how I felt about it, but I think Casey's claiming the iterative method converges on the pos1 reply 0 retweets 0 likes -
Replying to @sssmcgrath
@nothings@raiganburns@cmuratori (I mean converges on the result of the position method obviously)1 reply 0 retweets 0 likes -
Replying to @sssmcgrath
@DyadGame@raiganburns@cmuratori I don't think he's claiming that, and it's clearly not the case if e.g. you 0 all momentum on collision,1 reply 0 retweets 0 likes -
Replying to @nothings
@DyadGame@raiganburns@cmuratori which you might in some kind of game about wall-jumping, say.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@DyadGame@raiganburns If you zero all momentum on collision, then you really don't need a search in t or p, though.2 replies 0 retweets 0 likes
@nothings @DyadGame @raiganburns You just do one intersection and put the player there.
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Replying to @cmuratori
@nothings@DyadGame@raiganburns This is specifically for when you are doing walking/running around and you hit edges.0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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