I think I found an answer: I physically separate the objects based on penetration depth
It seems to work ok atm
I'm not using Unity, I'm writing it in C++
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I think I found an answer: I physically separate the objects based on penetration depth
It seems to work ok atm
I'm not using Unity, I'm writing it in C++
10 hours ago, JoeJ said:Interesting (and new to me, but it already helps).
What would be the simplest general problem you can think of where this is useful so i can practice that?
Rotation/scalinf/shifting of equations is just a basics of linear algebra that widely used into analitics and computation geometry field. It is a main tool used to perfom objects transformations into 2D/3D and other D spaces.
10 hours ago, JoeJ said:I want to look at how quadric error metrics for mesh simplification works anyways, but if you know something simpler please let me know...
Im not used mesh modeling since seen solid body modeling at 2003 . Hybrid curved body representation always have a glide surfaces that can be transformed to meshes with preordered complexity an precious normals and surface UVs/tangents and so on.
8 hours ago, Cacks said:I'm not using Unity, I'm writing it in C++
Have you considered getting the book, or maybe you already have it: Real-Time Collision Detection by Christer Ericson? For a long time back when I was using Irrlicht it was my goto book for making games.
If you aren't into reading books have you considered using a physics library for the game, or maybe you are already using one?