@nothings @raiganburns @DyadGame Yes. So I call that a completely ad-hoc walkable area determination. It is totally...
-
-
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
@cmuratori@raiganburns@DyadGame Are you defending why you have to use search-in-p for this? That's not what I'm criticizing.2 replies 0 retweets 0 likes -
Replying to @nothings
@cmuratori@raiganburns@DyadGame Raycast-in-t collision detection produces THE EXACT SAME RESULTS for what I just described and a local CSG1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@raiganburns@DyadGame Raycast-in-t to produce walkable areas is completely dependent on the the player position.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@raiganburns@DyadGame But what does that have to do with CSG vs time-interval-union?1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori@raiganburns@DyadGame That reply reads as "raycast-in-t is problematic, hence requirement to search in p".1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@raiganburns@DyadGame I'M NOT TALKING ABOUT SEARCH IN P. None of this is about search in P. It's about why you need to do CSG.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@nothings@raiganburns@DyadGame Or rather, "need to produce a known walkable manifold rather than using repetative probing".1 reply 0 retweets 1 like
@nothings @raiganburns @DyadGame Figuring out where the player can walk by repeated raycast is probing.
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.