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location Washington, DC
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visits member for 3 years, 5 months
seen Apr 4 at 5:33

Oct
7
comment Is 2 lines of push/pop code for each pre-draw-state too many?
@michael.bartnett I need a new design that accomplishes my goal, since my attempt, and nothing else, seems to work. See my comment on your answer
Oct
7
comment Is 2 lines of push/pop code for each pre-draw-state too many?
I originally had Push take a ref so that clients wouldn't have to know about the Ptr<> class. And the whole point of this is both to reduce repetitiveness, and to get the push/pop out of the client's virtual render function (where only rendering should be done). In order to maintain a stack or copy user data, I would still need a newbie-friendly way of telling the Drawable class where to get/set custom structs/classes that need preserving.
Oct
7
comment Is 2 lines of push/pop code for each pre-draw-state too many?
@AndrewRussell I added an example
Oct
7
comment Is 2 lines of push/pop code for each pre-draw-state too many?
@michael.bartnett It doesn't work because the extension implicitly gets a copy of the struct rather than its reference
Sep
24
comment Outline Shader Effect for Orthogonal Geometry in XNA
@RoyT. If the shape isn't 100% opaque, there will be a problem
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
I've thought about an event based render system myself where all the specifics and actual rendering goes on in the graphics module, but each "drawable" class or some variant of it actually calls and tells the renderer when it needs to be rendered. I would think this would be faster since you're not polling for a million updates but IDK =p
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
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.
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?
Nov
29
comment Collision filtering techniques
This helps for other aspects of my physics engine, but not the question =D. Look at my response to your comment
Nov
29
comment Collision filtering techniques
@xixonia take a look at the example I updated, basically want ways for a user to easily specify some complex relationships between bodies (what should/shouldn't collide), and ways to organize that filtering data so that it's easily attainable / memory-efficient.
Nov
29
comment Collision filtering techniques
@bummzack :Yes, I did consider this, but how would you accomplish something such as my example stated above only with a simple set of groups? (look at the new text added under it)
Sep
18
comment How to make a 2D Soft-body physics engine?
Excellent resource, I'm also looking for a way to simulate elasicity without springs however, for instance look at this paper: matthiasmueller.info/publications/…
Jul
26
comment Where would I update a graphical representation of a b2Body in Box2D's solver?
the graphics update method is unfortunately const.... no changes alloud. I'm trying to keep my code consistent, instead of making a draw method that's specific only to BodyRep...
Jul
15
comment 2D AI Engines/ Resources?
@3nixios Alright Thanks! That would be very helpful.
Jul
14
comment How to form a concave shape out of convex shapes?
Also could you look at the questions i posted as comments under the other answer?
Jul
14
comment How to form a concave shape out of convex shapes?
Is htis faster than my other answer? or less memory-hogging?
Jul
14
comment How to form a concave shape out of convex shapes?
yeah should i leave this question here on gamedev since it pertains to that to (for futur users) or delete this?