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## Description
When colliding with a cube, a collision sphere will be reported as having collided from the side, even if it's closer to the top. A collision capsule, on the other hand, is always repo…
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Todo:
From #17 we now have forward solver for point sources - electrodes and arbitrary meshes. But it seems to work correctly only for 4 spheres meshes in vaccuum
- [x] scalp electrodes are wei…
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![image](https://github.com/ValveSoftware/Source-1-Games/assets/52103358/9aa1cb6c-6a11-4bf6-b828-6a3a1d35bf0e)
the source engine's `UTIL_EntitiesInSphere` function that is often used by tf2 actuall…
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If successful, and the captured thing is a trainable animal, make it tame and trained. E.g. fight a Thrumbo to low enough health that you can capture it, and you get a trained one to use for fights.
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Today, `log_points` takes a world/scene size radius. For 2D this makes it effectively circles with a pixel size and for 3D they become (due to the way re_renderer accounts for projection) spheres. Hid…
Wumpf updated
4 weeks ago
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For a few weeks I've been trying to get the latest of this to work with my project
all my objects currently are AABB
but no collisions at all are detected in the col world
I set up the col worl…
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Hello, i would like to know how i can implement a function in cpp that return the position of all detected spheres in Unity ! Thank you
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Predefined rules to Hexagonal method.
Sphere placement rules:
1.5cm in diameter.
Placed on axial planes of CT acquisition.
High dose spheres (PTV_6670) and Low Dose Spheres (PTV_Avoid) are 3cm (cent…
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Can you give some examples?
and support for spheres, cylinders, ellipses, and more
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Hello,
First of all, I wanted to thank you for the work you've done on the pg2b3dm tiler. I'm using it in one of my projects, and it works perfectly. It’s a really useful and well-designed tool.
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