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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