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Suppose if I have an image with a transparent background and I want to detect collisions only when an object is colliding with the visual/colored part of the image. Is there a feature like that that a…
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see bugreport dir
Migrated from http://sumo.dlr.de/ticket/3008
```json
{
"status": "new",
"changetime": "2017-04-13T06:42:39Z",
"description": "see bugreport dir",
"reporter": "beh…
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currently FILL_FROM_MATCH expects a template as its second parameter. Unfortunately if you define a process with a FILL_FROM_MATCH instruction __d_tsig will see the slots in that code and auto-genera…
zippy updated
8 years ago
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The documentation for the hit function (http://craftyjs.com/api/Collision.html#-hit) provides an example, which I have found may lead to the game entering an infinite recursion if two events are trigg…
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need a way to cleanly resolve solid collision with all edge shapes. For now, we are assuming the solid object is a stationary normal surface in any direction. and the moving entity can be any shape.
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### What happened?
I was following the MoveIt 2 planning configuration instructions in the ROS2 documentation. The command successfully launches MoveIt, but when it tries to open Gazebo, it fails and…
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## What just happened?
Attend at RC Channel
Debug Setting EnableCollisionSounds FALSE
Rez Prim
Walk into Prim
"Hear" the sound of the collision play
## What were you doing when it hap…
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Ejected mass seems to really cause lag. There were about 1000 ejected mass cells and three players. Update time: 55+ MS. 130 Viruses, and three players = no lag. Can this be optimized?
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Here the ELASTICITY parameter is set to 1, to indicate that collisions with walls are perfectly elastic. We appear to gain a small (relative to system) amount of total energy with each hit. This eff…
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Hi!
I'm using CoACD to preprocess my `obj` model to get higher resolution and compact collision meshes.
I found the output `obj` file containing the syntax, like `o geometry_1` and `o geometry_…