| bio | website | |
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| visits | member for | 2 years, 7 months |
| seen | Feb 19 at 2:29 | |
| stats | profile views | 13 |
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Nov 18 |
awarded | Teacher |
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Nov 18 |
revised |
Are there any good guides for making mods for Minecraft? added 81 characters in body |
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Nov 18 |
answered | Are there any good guides for making mods for Minecraft? |
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Nov 18 |
awarded | Supporter |
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Nov 18 |
awarded | Editor |
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Nov 18 |
revised |
3D physics engine for accurate collision handling on desktop/laptop computers (non-console) added 12 characters in body |
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Nov 18 |
comment |
3D physics engine for accurate collision handling on desktop/laptop computers (non-console) Closing this post in ten minutes assuming no more comments... |
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Nov 18 |
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3D physics engine for accurate collision handling on desktop/laptop computers (non-console) I do think there is one answer in both of these cases, and that answer is what the developer thinks best. And whichever answer I think best will get accepted. Is this really much different than asking for the best approach to, say, a pathfinding algorithm? I will ask on gamedev, clearly its a better place to ask, but do think about whether or not this is really so off topic |
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Nov 18 |
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3D physics engine for accurate collision handling on desktop/laptop computers (non-console) EDIT: I do see that that is a pros/cons post partially, but the main point does remain. In any case, my question does still stand, where do you recommend that I ask this question if here is not the appropriate place? |
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Nov 18 |
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3D physics engine for accurate collision handling on desktop/laptop computers (non-console) Alright, is there a better place to ask this? I thought that since I was asking for the best solution, that would count as an acceptable question. For instance, gamedev.stackexchange.com/questions/10614/… |
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Nov 18 |
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3D physics engine for accurate collision handling on desktop/laptop computers (non-console) Why the downvote? |
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Nov 18 |
asked | 3D physics engine for accurate collision handling on desktop/laptop computers (non-console) |
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Mar 1 |
comment |
Skybox Development Help Nope, certainly not. Unity3D has the ability to warp textures into skybox applicable textures, but they do not come out well at all. |
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Oct 28 |
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Skybox Development Help Those are some REALLY cool links! But unfortunately, for this particular project, none of them will do. I specifically need to be able to warp a texture so that it fits onto a skybox, and looks spherical. I have taken a look a the program's built in skybox generation tools, but they always come out with some form of defect (Huge horizontal stretching, or tight pinches). |
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Oct 28 |
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Skybox Development Help I'll take a look! The only problem is that the engine I have does not have skydome support built into it's rendering engine -- I'd have to do something like place a large dome over the entire world. Also, I need it to be fully immersive -- The bottom is actually just as important as the top of whatever background method I use. |
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Oct 25 |
awarded | Student |
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Oct 25 |
asked | Skybox Development Help |