Re: [Algorithms] Kinematic Collision
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From: <chr...@pl...> - 2009-09-09 19:03:00
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Raigan wrote: > In a more dynamic world, where there are lots of physics-based > objects and/or destructible shapes, it's not so trivial (maybe > impossible) to guarantee that the scene is nicely behaved with no > tiny channels or other problematic geometry. Especially if you're > trying to allow characters to move on/across such dynamic shapes, > rather than simply treating them as untraversable obstacles. Game development isn't about solving the general case; it's about ensuring the special (failure) cases don't happen. It is about the smoke and mirrors, the bang for buck. Christer Ericson, Director of Tools and Technology Sony Computer Entertainment, Santa Monica |