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OandO

Member Since 11 Oct 2010
Offline Last Active Today, 12:01 PM

Posts I've Made

In Topic: New Cryengine/Unity/Unreal 3rd/2nd/1st person shooter

28 May 2016 - 04:27 AM

Possibly the most relevant piece of research you could do for your project:
https://en.wikipedia.org/wiki/Dunning–Kruger_effect


In Topic: If you had a magic button, what would it do?

15 February 2016 - 06:06 PM

It would write my code for me, obviously.


In Topic: GJK, Curved Shapes and Passing Through the Origin

28 July 2015 - 10:46 AM

I've pretty much got it working now, thanks. (Curved shapes still need some perfection, though). Yeah I found the same thing. I never tracked down the exact problem, but something about the optimisations to region tests kept causing it to fail.


In Topic: GJK, Curved Shapes and Passing Through the Origin

15 July 2015 - 07:52 PM

Casey's video had been my main reference up to this point. I cut out many (all?) of the optimisations he presents, so I'm now testing all voronoi regions for containing the origin at each step; as if by magic it started working as intended. I've also implemented the tolerance in comparing progress towards the origin, and with a little tweaking round shapes are working far more reliably (I've yet to hit the iteration cap). Next step is to determine penetration depth for intersections, and then on to 3D.

Thanks for the help, I'll be sure to report back the next time I break something!



On a side note, for round shapes I'm taking support points from the surface, not the core shape. The reason being I want to be able to transform rounded shapes, to get ovals, squished/skewed capsules etc. so factoring in the radius later on didn't seem like a viable option. So far it seems to be working well.


In Topic: Funniest line of code ever ?

19 January 2015 - 09:14 PM

typedef float flaot; // Quicker than learning to tpye accurately.

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