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Posted 03 March 2012 - 11:05 AM
Posted 03 March 2012 - 05:34 PM
Posted 04 March 2012 - 11:12 AM
I don't want to put a downer on proceedings, but there is an absolute ton of work ahead of you if you carry on down the line of wanting to compute TOI. You will end up with TOI islands and taking multiple sub-steps in order to find the true TOI.
Look at Box2d for a robust implementation of this, but make no mistake, its *extremely* hard to get right. If you can live with totally plastic collisions you might want to explore 'speculative contacts' which make the whole process a lot easier to manage. They have their own draw-backs but are an order of magnitude more easy to implement than a true, globally correct TOI implementation.
Posted 05 March 2012 - 01:34 PM
Posted 06 March 2012 - 10:27 AM
Posted 06 March 2012 - 03:34 PM