naps are handy for game design
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oh cool, the rain effect actually does a pretty decent job obscuring the banding (the video shows ES3, I just tried it with ES3 features compiled out just now and it looks fine)
i figured out how to "build jolt physics". no idea how to "use jolt physics", but i'm sure that's probably surmountable. this thing is 19 megs tho holy smokes
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i figured out how to "build jolt physics". no idea how to "use jolt physics", but i'm sure that's probably surmountable. this thing is 19 megs tho holy smokes
maybe i should just see if i can write something reasonably fast for doing ray-triangle hit queries on low poly terrain before i bring in the titanic
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maybe i should just see if i can write something reasonably fast for doing ray-triangle hit queries on low poly terrain before i bring in the titanic
come to think of it I probably don't really need a bvh or anything like that I just need to know what part of the map the player is currently in contact with and which parts are connected to that. in this case the game is just a network of roads, so the physics representation of the play space could just be whatever the closest line segment is, the local ground plane, and the road width
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come to think of it I probably don't really need a bvh or anything like that I just need to know what part of the map the player is currently in contact with and which parts are connected to that. in this case the game is just a network of roads, so the physics representation of the play space could just be whatever the closest line segment is, the local ground plane, and the road width
somehow i got it into my head that i'd need to figure out what a bvh is or something. good prank. i'm gonna just use a linked list lol
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somehow i got it into my head that i'd need to figure out what a bvh is or something. good prank. i'm gonna just use a linked list lol
the other thing that made me go UUUUUUUH was I fired up jolt's "car" vehicles sample and I don't think that's how cars work
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the other thing that made me go UUUUUUUH was I fired up jolt's "car" vehicles sample and I don't think that's how cars work
@aeva it's how they work IN EUROPE!!1
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@aeva it's how they work IN EUROPE!!1
@rygorous they frequently flip over sideways with little provocation and stay balanced perfectly on two wheels for a like a whole minute before gently fwumping back over onto all four wheels again? and rarely make contact with the ground while moving?
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@rygorous they frequently flip over sideways with little provocation and stay balanced perfectly on two wheels for a like a whole minute before gently fwumping back over onto all four wheels again? and rarely make contact with the ground while moving?
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