cmuratori No, technically that is not it. Penetration correction is definitely good, and we'll d…
I'm not sure what tack we'll take when go revisit collision to do the full solution. My experien…
Bastian78 I suppose so, but "correcting penetration in an iterative way" doesn't seem all that mu…
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much differe…
A coordinate system which is the same as a right hand one but with one axis flipped IS a left han…
I assume we later use something like GJK to calculate the closest points inluding its distances a…
I don't mean to criticize, I only want to verify if I understand this correctly.
At the start, t…
So far there hasn't really been any conflicts between the 3D "simulation space" and the quasi top…
I think someone pointed it in the stream, but when the sphere is moving "forward" (i.e. moving do…
Hi all,
In the Day 50 episode Casey uses an epsilon value to move the player slightly away from t…
mmozeiko Here's how reflections should look like
I think the problem isn't really getting the ref…
A bit related to v4 - after Day 99 now you have two different functions to make v3 from v2:
1
2…
Here's how reflections should look like: https://i.imgur.com/SWMoI5d.png (with planes a bit close…
So really, we could use 0,1,0 for the upright card objects, I think, then we wouldn't do the Y-&g…
I haven't been watching live, so I want to queue up a question for the Q+A: can you explain why t…
..that last point is what confused me on friday, Casey, when I suggested your normals were "inver…
pajh
To me the sphere has a distinct black border - ie the pattern does not seem to reflect all …
Just 2 quick points on this after watching 103 -
To me the sphere has a distinct black border -…
cmuratori Movement in Y _should actually be movement in Z_ for purposes of the map, so that is wh…
I use SpriteLamp to generate normal and AO maps. It works very well. Although, it still require…
SlappedSilly As for the distorted reflection, I'm now suspecting it's caused by interference betw…
SlappedSilly To comment on a different reflection bug, I believe the speckels around the peripher…
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpa…
Thank you. My series is a little more in the deep end compared to Handmade Hero such as I use:
* …
To comment on a different reflection bug, I believe the speckels around the periphery of the sphe…
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it t…
In C++ and Objective-C++ "typedef struct {} name" should give you exactly same behavior as "struc…
I can't compile my game anymore. :S Compiler generates 10+ errors for unknown type names, althoug…
No, native Windows threading will work fine - it doesn't depend on C runtime, it's an OS feature.
Omg! I found out the issue. I only incremented the pointer of the destination pixel inside the if…