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Apr
27
revised Given a rotated transform, get normalized (proper up, front) version
edited tags
Apr
27
comment How do I trigger just once and not multiple times if I the Player enters the Trigger?
Umm, why the downvote?
Apr
27
answered How do I trigger just once and not multiple times if I the Player enters the Trigger?
Apr
27
asked Given a rotated transform, get normalized (proper up, front) version
Apr
10
comment The problem with the movement of the serpent (snake game)
Check this related Q out: gamedev.stackexchange.com/questions/24817/… It has a very sophisticated answer there.
Apr
1
comment Is there a way to turn collision detection system off completely in Unity?
Well, then I guess you should post this somewhere around Unity guys. There might be a bug.
Apr
1
comment Is there a way to turn collision detection system off completely in Unity?
Dayumm, missed first line. Have you disabled matrices in both 2D and 3D views? Maybe Unity is messing something up internally. Also, are your colliders set as triggers?
Apr
1
revised Is there a way to turn collision detection system off completely in Unity?
added 224 characters in body
Apr
1
answered Is there a way to turn collision detection system off completely in Unity?
Mar
23
awarded  Famous Question
Mar
1
revised Efficient pathfinding for flying actors through connected AABB volumes
added 6 characters in body
Mar
1
comment Efficient pathfinding for flying actors through connected AABB volumes
Hmm... splitting on joint points is a nice tip. Why tetrahedrons, though? And I am using A*, just that I am utilizing an algorithm inbetween to determine the best entry point from box to box, which is then yielded to actual A*.
Mar
1
revised Efficient pathfinding for flying actors through connected AABB volumes
added 7 characters in body
Mar
1
revised Efficient pathfinding for flying actors through connected AABB volumes
Cleared up some possibly misleading information.
Mar
1
comment Efficient pathfinding for flying actors through connected AABB volumes
@wondra - not really, no. AABB is simply the easiest method to represent a volumetric node. As for overlapping - sure, if it helps. I need the pathfinding for flying actors, hence volumes. I'm starting to think that the unwalkable hint might have turned out a little misleading, depicting that I am willing to find the path for an actually walking actor. I edited the question.
Mar
1
revised Efficient pathfinding for flying actors through connected AABB volumes
deleted 1 character in body
Mar
1
asked Efficient pathfinding for flying actors through connected AABB volumes
Feb
19
awarded  Yearling
Feb
7
comment Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits
Mind joining chat.stackexchange.com/rooms/35422/navigation-volume - I got some questions and given you have worked with this in the past, maybe you could help me out?
Feb
7
accepted Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits