Timeline for Lightweight Simple Fast-Object Collision Detection Algorithm/Logic
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 12, 2013 at 11:23 | comment | added | Hatoru Hansou | Do a simple rectangle intersection test but at an "absurd" short time step (resulting in high FPS) is what some published games already do. I remembered a post from Joost's Dev Blog about how he solved the problem by fix the fps at 6000 (or it was 1000?) or so, (not that the op should do the same). Lamentably I cannot post the link as I cannot find it in my bookmarks right now. But a search on the blog should hit it. | |
| Jul 11, 2013 at 3:55 | comment | added | Ian Markowitz | @smh he actually ends his post by saying "is there any better algorithm and im just thinking too much for nothing?" | |
| Jul 10, 2013 at 3:28 | comment | added | MartinTeeVarga | @IanMarkowitz But the asker is trying to make his own algorithm to prevent tunnelling. He has a problem in one specific case. He is asking how to improve his idea to prevent tunnelling. Not about other ideas. | |
| Jul 10, 2013 at 2:19 | comment | added | Ian Markowitz | This is in no way a 'hack' to prevent tunneling. It is the commonest and simplest method of stopping objects from passing through walls. See aorensoftware.com/blog/2011/06/01/when-bullets-move-too-fast for more methods and information | |
| Jul 10, 2013 at 2:14 | comment | added | Xkynar | I want an algorithm against tunneling, not a hack to prevent it | |
| Jul 10, 2013 at 2:12 | comment | added | Ian Markowitz | the question was about the best way to prevent tunneling. I described how to do so. | |
| Jul 10, 2013 at 2:07 | comment | added | House | While OK advice generally speaking, this isn't actually answering the question. | |
| Jul 10, 2013 at 2:04 | history | answered | Ian Markowitz | CC BY-SA 3.0 |