Re: [Algorithms] Kinematic Collision
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From: James R. <ja...@fu...> - 2009-09-10 07:08:55
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Game development like almost every other form of software development is about using the right tool for the job. I think you'll find you *do* always solve the general case - it just so happens that in simplistic games (from the perspective of collision detection) the general case is more simply defined, but as Raigan clarified, any game with dynamic content, deformable worlds, destructable scenery, player generated content, etc have a more complex general case. chr...@pl... wrote: > 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 > > > ------------------------------------------------------------------------------ > 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 > > |