Tag Archives: collision detection

Almost

I came so close to finishing all the CDR stuff yesterday (give or take a few bugs), but as I write, I’ve only got one more thing to implement before I start putting in the particle systems.  Only thing is, it’s becoming … Continue reading

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STILL doing CDR!

Title says it all.  Hopefully it also conveys my frustration.  While Collision Detection and Response is among the first things you learn when making games, it doesn’t stop being a pain.  In happier news, I’m sure that I’ll be done … Continue reading

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More Collisions

Happy Easter, and yep, I’m still working on Collision Detection and Response (CDR for the cools cats out there.  Wait did I just say that?  Screw it, can’t be bothered deleting it.).  I’ve got the rotation part working when testing … Continue reading

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Test vs Implementation

So yeah, it’s not a straight-forward thing to get something from a test into the game.  I’m talking about the time travelling mechanic.  As you can see, I’ve got it ‘sort of’ working: There’re multiple instances of the robot so … Continue reading

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Good News Everyone

I figured out Oriented Bounding Boxes.  It seems that you just use the Axis-Aligned Bounding Box equations but use local coordinates of one, test, use local coordinates of the other, test again.  If they BOTH detect a collision, then there is … Continue reading

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Collision Detection – it’s a…well, you know

I can get to a certain level of precision with these bounding boxes (Axis Aligned Bounding Boxes for those who care) but when it comes to the robot, I need an Oriented Bounding Box. Only trouble is finding the equations … Continue reading

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Where am I now?

Where am I?  I’m trying to finish up something called Shadow Mapping, which is a technique used to create dynamic (i.e. realtime) shadows.  It has its problems though.  Things called ‘artifacts’ appear and artifacts make the whole thing look bad.  … Continue reading

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