JoeJ wrote: The first option i'd mention is to get our order from the time at which the collisions happen. Oh I actually have no clue how to achieve that! …
TooOld2rock-nRoll wrote: What would you suggest? Anything goes. But i can add some context, initially assuming we aim for realism. I see your thoughts mainly circle around the order in …
Aressera wrote: Detect collisions between all objects, and put the results in a big array of (object pair, contact information). This allows use of acceleration structures (grids, spatial hash, BVH, …
TooOld2rock-nRoll wrote: what is the practical order to move the game objects and detect collisions between them? Most game physics engines use the following order of operations: Zero the force …
I'm starting to implement rigid body collision detection and for the first time the order of operations AND the world orientations seams to matter for the correct result of the …
TooOld2rock-nRoll wrote: I'm definitely not implementing volume (this comes next) and rigid body simulation, all objects are ideal particles for this conversation. That's some bad terminology if i can read …
@raynmetal just instantaneous force transfer? Ah there's no transfer per-se. It's just that you can treat all the forces acting on an object's centre of mass, as a singular force …
frob wrote: Alternatively, just apply additional velocity at regular updates and apply the velocity to the position each update. A different approach, gravity volumes allow setting regional values to gravity …
Congratulations on making progress on your particle simulation! Anyway, next thing is adding mass and working on inertia, any pointers on how to implement progressive acceleration? So say you've got …
what is the usual way to have a floor line in a fighting platform game? If the game is physics driven, floors are physics objects, like a mesh, volume, or …
I just need to share this with people that will understand the struggle hahahha Damn fuck Jizo on a bicycle! Regretting something in a game engine is sure a heavy …
TooOld2rock-nRoll said:No, I don't use Google. DuckDuckGo served me well for years and has only recently completely turned to the dark side of AI. I see myself more and more …
Create a static library that contains all the functions you want to wall off. Inside that library, you use external linkage, so that multiple .c files can see it. And …
frob wrote: The technical term is "linkage", along with terms "linkage of identifiers", "external linkage", and "internal linkage". That may help your search results. Aha! Yes, that indeed pointed me …
Nothing stops you from including the same 'static' function in more than one file. It duplicates its code of course, but the function doesn't have an externally known name then.
The technical term is "linkage", along with terms "linkage of identifiers", "external linkage", and "internal linkage". That may help your search results. When building any file into an object file, …
TooOld2rock-nRoll said:Ps: search engines now seam to just ignore the words you type and just look for what they think you are actually trying to find. What REALLY frightens me …
It's raining outside, it's going to be a long cold weekend and the dog is tired of pretending to understand what I'm saying.... Can't complain of the sound track though, …
TooOld2rock-nRoll·
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