15 reputation
5
bio website
location
age
visits member for 1 year, 3 months
seen Mar 13 at 23:01

Mar
3
awarded  Supporter
Mar
3
comment Best method for selecting points from a point set - path distance
Thank you very much
Mar
3
accepted Best method for selecting points from a point set - path distance
Mar
2
comment Best method for selecting points from a point set - path distance
Or if line segments will be small, I can build a bounding box and calculate the points quadtree overlap by increasing the box with needed radius?
Mar
2
comment Best method for selecting points from a point set - path distance
Thanks, I understood the point-point quadtree optimization, but in case of segments the segment ends might be at very big distance generating many possible minimal distances on points projected on them, so I'm not sure I understood how I should partition the line, or should I divide it into smaller segments at quadtree separation and keep a track of the original segment index?
Mar
2
revised Best method for selecting points from a point set - path distance
added 179 characters in body
Mar
2
comment Best method for selecting points from a point set - path distance
Added more info. Arthur Wulf White, if I knew the the answer I didn't ask the question. I'm not saying there should be a magic method, but maybe there is a method with less iterations.
Mar
2
revised Best method for selecting points from a point set - path distance
added 179 characters in body
Mar
2
asked Best method for selecting points from a point set - path distance
Jul
30
awarded  Scholar
Jul
30
accepted How collisions should be handled in terms of design
Jul
30
comment How collisions should be handled in terms of design
I see, thanks for help. But I'll think I'll pick Quonux answer, as its more optimal (less collision checks/calls)
Jul
30
comment How collisions should be handled in terms of design
Thanks for answer, so you purpose to do the collision checking inside the character object? One thing that comes in mind in this implementation is what if many enemies are surrounding the player, then each one will check the collision with other one and react accordingly wouldn't this create some additive effect, like all of the bounces at big speed, or just one if reaction is applied to the first only and he moves to non collidable area?
Jul
30
awarded  Student
Jul
30
asked How collisions should be handled in terms of design
Jan
24
awarded  Tumbleweed
Jan
17
awarded  Editor