@DyadGame @cmuratori I guess I need to watch for details but it seems like iterative pushing should converge to the same place?
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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 -
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Replying to @sssmcgrath
@DyadGame@cmuratori (also.. I'm curious to see how to go from a point to an AABB without problems (i.e what's the distance metric?)1 reply 0 retweets 0 likes -
Replying to @raiganburns
@raiganburns@DyadGame In The Witness I do it all with Minkowski sums, so it's just point vs. expanded world.4 replies 0 retweets 1 like
@raiganburns @DyadGame That's why I was saying I was "nervous" about doing it for HH, because I don't know if that's smart here.
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