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So on another topic, I'm currently working on a game involving medieval jousting (yes, horsies, mounted by metal-clad men..) and we've glued some kinematic rigid bodies to various joints of our warriors (shields, lances, so forth).
I was happy to set up physics under Bullet to drive the kinematic bo…
I was happy to set up physics under Bullet to drive the kinematic bo…
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Re-enabling the culling of portal polygons during their Clipping phase paid off - I am now detecting five portal quads are being eliminated during the search for 'true portals', and their geometry matches that of the inner box faces - I have eliminated my 'fake portals' correctly.
The sixth and fina…
The sixth and fina…
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I found a very fast way to get the results I was looking for in terms of dealing with the 'closed, unreachable space' in the test model (ie, the space inside the inner box).
I modified the ChoosePartitioningPlane function so that it will always return a plane from the input geometry, as long as ther…
I modified the ChoosePartitioningPlane function so that it will always return a plane from the input geometry, as long as ther…
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Wrapping my Line/Plane intersection tests in a simple Macro helped to make the case handlers for the triangle splitter more consistant and helped knock out the bugs.
I have been studying the logged output of my tree generator, and using that information to step through the same process in the 3D mod…
I have been studying the logged output of my tree generator, and using that information to step through the same process in the 3D mod…
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