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Dec
7
accepted Do 2D games have a future?
Dec
7
comment Ways to define a curve
@NathanReed Do you know of any other methods to form curved edges on a polygon that would make it easier to pre-detect collisions?
Dec
7
accepted Ways to define a curve
Dec
7
accepted How to create a game save file format in c++ using STL
Dec
7
accepted Common game controls/ User interface libraries or source code?
Dec
7
accepted How to render images/textures in shape/polygon form?
Dec
7
accepted Axis-Aligned Bounding Boxes vs Bounding Ellipse
Dec
7
accepted 2D AI Engines/ Resources?
Dec
7
accepted How to form a concave shape out of convex shapes?
Dec
7
accepted Where would I update a graphical representation of a b2Body in Box2D's solver?
Dec
7
accepted How to make a 2D Soft-body physics engine?
Dec
7
asked Do 2D games have a future?
Dec
3
asked Ways to define a curve
Dec
1
comment Continuous Physics Engine's Collision Detection Techniques
Also, what does Pmask do exactly? the site doesn't really explain =/.
Dec
1
comment Continuous Physics Engine's Collision Detection Techniques
So for secondary broad phase detection, are you suggesting I get the midpoint of the circle's travel path, and test if it is inside the circle being tested against? I was thinking I could simply create an equation that gives the two circles distance from each other over time, and seeing if at any time the distance equals 0.
Dec
1
revised Continuous Physics Engine's Collision Detection Techniques
added 75 characters in body
Dec
1
awarded  Promoter
Dec
1
revised Continuous Physics Engine's Collision Detection Techniques
added 850 characters in body; edited title
Nov
29
comment Collision filtering techniques
I was thinking about this myself, but instead of an octree, I thought I would just store filter data in each body as an unsigned int, and make each digit of the overall value a different depth into the "tree" of digits. I don't know if this would be slow or memory-sucking though.
Nov
29
comment Collision filtering techniques
Wow this looks like a really good approach actually =D, would there happen to be a name for this technique?