@cmuratori @raiganburns @DyadGame But you have not said what it is needed for other than search-in-p. Not needed for raycast-in-t collision.
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Replying to @nothings
@nothings@raiganburns@DyadGame Please answer my question. When you say it is not "ad hoc" to "collide" against multiple minkowskis.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@raiganburns@DyadGame Tcoll(union(A,B)) = min(Tcoll(A), Tcoll(B))1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@raiganburns@DyadGame And tcoll is raycast again convex polyhedra?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@raiganburns@DyadGame Or whatever. For Doom engine I minkowski-sum-raycasted circle for player against each edge separately.1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori@raiganburns@DyadGame 2D edge = 3D wall1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@raiganburns@DyadGame Yes. So I call that a completely ad-hoc walkable area determination. It is totally...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@raiganburns@DyadGame ... dependent on the location where you are walking from and can produce different results...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@raiganburns@DyadGame ... depending on the direction / position of approach for any given area. This is not a serious problem...2 replies 0 retweets 0 likes -
Replying to @cmuratori
@nothings@raiganburns@DyadGame ... if you don't allow the level editing to be based on polygon soups, but it is if you do...1 reply 0 retweets 0 likes
@nothings @raiganburns @DyadGame ... because depending on the construction of the geometry you may have places that are one-way.
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