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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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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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