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Jan
29
reviewed Approve Minecraft Forge 1.8 referencing mod problem
Jan
25
awarded  Popular Question
Dec
16
comment Leapfrog integration vs Euler integrator
You got a downvote without an explanation. Let us consider the referred wikipedia page. These are the equivalent update equations - upload.wikimedia.org/math/b/a/a/…. The main difference is that you're not using \Delta t /2, you're using 2*\Delta. Apart from that, maybe the whole thing can be done in one update call..
Dec
16
comment Leapfrog integration vs Euler integrator
Indeed, what you wrote is called semi-implicit or symplectic Euler. Both Verlet/Leap-frog and the Semi-implicit Euler methods are symplectic (which is a special class of integrators that preserve the energy of the system if conservatory forces are used - e.g. without friction). Here's a quick and dirty (not mathematically ladden) reference codeflow.org/entries/2010/aug/28/…
Dec
10
comment Is there ever a time when creating a level/world editor with your game is a bad idea?
@Almo yes, I remember that one :). That's a notable exception and a good example of where to start.
Nov
30
reviewed Approve How can I compute delta time in a cross platform fashion in C++?
Nov
22
reviewed Approve Why does SDL_RenderCopy result in a blank screen?
Oct
3
awarded  Popular Question
Aug
30
reviewed Approve Cross-platform game to be wrapped into a native iOS/Android app
Aug
25
reviewed Reject Calling and functions/methods from different Classes in Unity
Jul
30
reviewed Edit why is my enemy AI is on air while moving?
Jul
30
revised why is my enemy AI is on air while moving?
improving format
Jun
29
reviewed Approve How closely can a game legally resemble another?
Jun
29
reviewed Approve Updating object positions after screen moves. Is there a better way?
Jun
24
reviewed Approve Pixel Shader, YUV-RGB Conversion failing
Jun
24
reviewed Approve How do you make Direct3D work in a browser?
Jun
24
reviewed Approve Implement car handling in Phaser
Jun
20
awarded  Nice Answer
Jun
19
comment How to simulate cylinder shape in collision detection?
@JamesAMD I'm not sure about Bullet, but last time I meddled with Havok, I think the actual collision between two cylinders boils down to treating them as convex solids and using GJK (which is indeed more expensive). But since Havok is not open source, judging by how the cylinder shape is formed, one can only hypothesize that GJK or anything else as general is the way to go. See here: transporter-game.googlecode.com/svn/trunk/inc/physics/Physics/…
Jun
19
comment How to simulate cylinder shape in collision detection?
@JamesAMD to answer your question accurately, I should look into specific implementation details of those collision queries and preferably benchmark them on different processor architectures. Looks like finding the exact collision point is tricky, involving a bit of conjugate gradient search, as detailed by Eberly: geometrictools.com/Documentation/IntersectionOfCylinders.pdf . Aside from that, as I said, one needs benchmarks to see how much the "early-out" tests help avoid the "expensive" part :).