Re: [Algorithms] Kinematic Collision
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From: James D. <jd...@gm...> - 2009-09-09 16:51:54
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Agree with Christer here that ultimately fixing the mesh is the answer, such defects will cause artifacts in any algorithm to some degree... but one thing that is pretty useful is having code that validates input from the artist and smacks them around a bit if they decide to put in a bunch of T-junctions or gaps. -james On Sep 9, 2009, at 9:33 AM, chr...@pl... wrote: > James Robertson wrote: >>> Simple. You tell your art/design team not to design >>> geometry like that! (No, really.) >> >> That's only a solution for the most simplistic >> single player games these days. > > Perhaps God of War is simplistic to you, but it > works just fine for us. > > Programmers overengineer way too much. > > > Christer Ericson, Director of Tools and Technology > Sony Computer Entertainment, Santa Monica > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 > 30-Day > trial. Simplify your report design, integration and deployment - and > focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |