651 reputation
311
bio website facebook.com/shadowsinrain
location Siberia
age 26
visits member for 1 year, 5 months
seen 19 hours ago

I'm using Google translator, yarrrr!

C++, Python, Gamedev, PCG, GUI, AI.


Jul
18
answered Really simple count down timer
Jul
7
comment How to resolve a collision at the border between two colliders?
@PandaPajama Issue with order of evaluation does not matters here, because, given high enough physics framerate, it wont be noticeable. And on low physics framerate, you will have enough bumping and glitches to worry about. If you want scientific-grade accurate physics engine, consider using continious integration.
Jul
7
comment How to resolve a collision at the border between two colliders?
@mortusnegati Adding will break physics when rectangles overlapping, by causing anomally high penetration compensation vector.
Jul
7
comment How to resolve a collision at the border between two colliders?
@PandaPajama I think if we are modeling infinitely solid objects, double collision like this is impossible, because given edges are colinear and not intersecting, so it is not possible to touch both of them with circle. Thus it makes sense to solve only one collision, then check again.
Jul
7
comment How to resolve a collision at the border between two colliders?
Now this is clear. As answer already suggested, you may try to handle first collision only, and then re-detect colliding pairs again. I would recommend picking collision with shortest penetration vector (closest object). And of course you need to limit number of restarts, otherwise stuck object will hang you collision routine.
Jul
7
comment How to resolve a collision at the border between two colliders?
In your example image, why diagonal vector used to compensate penetration? It is directed towards non-colliding rectangle. This is rather confusing. Can you show example with 2 actual collisions? And perhaps with good zoom. And ideally also with mentioned artifact.
May
15
answered Smooth moving on tile-based map, how to fix simple collisions?
May
15
answered Can't get the logic behind my AABB collision
Mar
19
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Tree is grid? Makes no sense for me.
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Well, if you want to handle 1k of dynamic entities, I think you should be serious and use another BSP. It does not imposes awkward limits. With carefull design BSP-tree may be laid into contigious array. Also I believe it will use much less memory (1024 * 12 * 2 or less). Not sure about actual search speed, pure opinion.
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
added 167 characters in body
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Binary and is quite faster than actually checking collision (even if it is as simple as AABB or radius), and most of checks will end here because most objects pairs are not colliding.
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@TrevorPowell, thanx, my mistake, fixed now. Just messed my train of thoughts.
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
added 59 characters in body
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
deleted 32 characters in body
Mar
18
answered Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
Mar
16
answered Reconstructing mesh from topological skeleton?
Mar
12
answered How can I efficiently implement a bitmask larger than 64-bits for component existence checks?
Mar
7
comment Delta times and frame lag in the game loop
What wrong with adt?
Mar
7
answered Delta times and frame lag in the game loop