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  • 157 votes cast
Jan
4
awarded  Nice Answer
Jan
3
comment XNA C# Platformer - physics engine or tile based?
Gravity is just a force. It can be counteracted by another force. Velocity can be directly affected by impulses. Doesn't matter how sophisticated the jump is, it doesn't require hacking the physics engine.
Jan
2
comment XNA C# Platformer - physics engine or tile based?
"For example: The classic Mario-style jump requires changing the gravity for the player at different stages of the jump - as well as directly setting the velocity in a few places." This isn't true at all. If you want variable jump heights, you can keep applying force to the character as long as the player holds the jump button. It doesn't require any hacks.
Jan
1
asked RK4 integration and Continuous Collision Detection
Dec
24
revised OpenGL ModelView matrix
added 868 characters in body
Dec
24
revised OpenGL ModelView matrix
added 868 characters in body
Dec
24
revised OpenGL ModelView matrix
added 430 characters in body
Dec
24
revised OpenGL ModelView matrix
deleted 48 characters in body
Dec
24
revised OpenGL ModelView matrix
deleted 48 characters in body
Dec
24
revised OpenGL ModelView matrix
deleted 48 characters in body
Dec
24
answered OpenGL ModelView matrix
Dec
23
comment How can I create a WebGL camera based on quaternions?
"So I finally came up with this solution." Dude, there's literaly a 3 minute window between your question an answer.
Dec
21
accepted Determining whether two fast moving objects should be submitted for a collision check
Dec
21
comment what do you think about Ogre3d as first time engine for first time 3d Game
@user3689 A game engine requires tons of things, Ogre3D is just a graphics engine. Even if UDK is not what you'll want to end up with 1 year from now, it still is going to gently show you what's needed to develop a 3D title. It's the fastest way of learning things; by doing. With Ogre3D, even if you're a guru, you'll get bogged down in details and end up with a mess because you didn't know what you'll need when designing the engine in the first place.
Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
I discarded SAP before this issue arose. I'm doing this in JavaScript which makes the overhead for lists noticeable, also arrays can get unreliable when it comes to performance. Guess i'll have to reconsider things. Thanks, the algorithm does indeed solve the issue.
Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
@theJollySin i already described the solution you're giving, it's a hack, a special case, i'm looking for a general solution if there is one.
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
deleted 1 characters in body
Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
@Cystack I have CCD implemented. The situation you described is not an issue. The two objects are going straight at each other, the implementation i described is going to pick that up and solve it.
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
added 485 characters in body
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
added 1 characters in body