@nothings @raiganburns @cmuratori (I mean converges on the result of the position method obviously)
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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 -
Replying to @cmuratori
@cmuratori@DyadGame@raiganburns I was pointing out a case in the limit. The same applies when you half the lateral momentum, etc.1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori@DyadGame@raiganburns The iterative approach works whether you're zeroing the momentum or not. It doesn't require extra logic.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@DyadGame@raiganburns Yes. This is for "frictionless walls", which is how all walls are in these sorts of games AFAIK.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@DyadGame@raiganburns It also does the wrong thing for a wall that curves away if you have no acceleration into the wall.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@DyadGame@raiganburns Well, no, this is the definition of "wrong thing" again. It's actually _better_ in my opinion.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@DyadGame@raiganburns Because you get stuck in that case in the old way, and have to manually walk around.2 replies 0 retweets 0 likes
@nothings @DyadGame @raiganburns You glide through with my way, which feels much better.
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Replying to @cmuratori
@cmuratori@nothings@DyadGame so far this seems a lot like what we're doing... step + project.0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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