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| 07:08.44 | Stragus | wonders if raytracing is a sane way to detect collisions for rigid body dynamics |
| 07:08.59 | Stragus | Or as ``Erik would say, when you have a big optimized hammer... :) |
| 07:11.07 | Stragus | I first thought about computing intersections between 4D solids, but that just doesn't work with angular velocity |
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| 14:47.56 | starseeker | Stragus: that's what our bullet integration is doing... |
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| 18:14.36 | Stragus | starseeker: Oh? Cool then. I had assumed the standard technique were decomposition into convex polyhedrons then resolving nearest points by that Gilbert-Johnson-Keerthy distance checking thing |
| 18:15.09 | Stragus | Which does seem fine, but I would rather avoid having to write convex polehedron decomposition code |
| 18:17.07 | Stragus | From the examples I saw, Bullet appears to resolve collisions after they have already occured; the solids overlap in space, then it pushes back so that they don't. That seems terrible when you have a big pile of colliding objects |
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