Timeline for 2d Rectangle Collision Resolution: Find rollback point
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Aug 1, 2019 at 17:00 | answer | added | BugSquasher | timeline score: 0 | |
Jul 31, 2019 at 11:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 2, 2019 at 11:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Feb 15, 2019 at 9:31 | answer | added | Bálint | timeline score: 1 | |
Feb 14, 2019 at 12:41 | comment | added | DMGregory♦ | Try searching for key phrases like "minimum translation vector" or "time of collision / impact / first contact" (each ways of calculating what you call the "rollback point"), "tunnelling" (the problem of skipping over narrow collisions with fast objects), and "continuous collision detection / swept collision detection" (strategies to detect & stop tunnelling without making the colliders too big / the speeds & timesteps too small). I think all the answers you need are already out there, you might just be missing the usual vocabulary for describing the situation to find them. | |
Feb 14, 2019 at 8:05 | review | First posts | |||
Feb 14, 2019 at 14:47 | |||||
Feb 14, 2019 at 8:04 | history | asked | errandel | CC BY-SA 4.0 |