A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether ...
Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...
I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game ...
Questions: When we draw with interpolation, where should the collision detection code be? Is it worth implementing interpolation in the following situation? This is for Scrolling Asteroids. I have my ...