Binding a rotated box.
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- Falco Girgis
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Binding a rotated box.
I'm looking into possibilities for checking collision with my physics system. The problem is that everything is a function of time. You're recalculating position every frame based on time, rather than specifically moving the object closer based on its velocity every frame.
I can't make the object stop moving when I detect a collision. Instead, I make it stop when it is INSIDE of a solid, then divide the time that I'm simulating by 2 (binary search) until I've found the frame where it exactly collides and proceed with the collision function.
I really can't just bind things by points like this. I'm going to have to bind boxes against things like rotating boxes. Any suggestions?
I can't make the object stop moving when I detect a collision. Instead, I make it stop when it is INSIDE of a solid, then divide the time that I'm simulating by 2 (binary search) until I've found the frame where it exactly collides and proceed with the collision function.
I really can't just bind things by points like this. I'm going to have to bind boxes against things like rotating boxes. Any suggestions?
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It'll make a HUGE difference if there's angular velocity. Something that's longer should be more easily rotated. It'd fuck it up if I were to use a circle.Tvspelsfreak wrote:What do you need it for? If we're talking high speed particles or something you wouldn't really notice any difference with a circle.
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