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I had a discussion with Leeping about this. Tinker can use a truncated octahedron to result in a 2x speedup (since the volume of the truncated octahedron is half that of the smallest enclosing cube). …
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Hi!
First of all thank you for an amazing project and it blows my mind that it's opensource!
And thank you for any support that I'm able to receive here.
I'm making a game that uses two touch monito…
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Hi!
First of all thank you for an amazing project and it blows my mind that it's opensource!
And thank you for any support that I'm able to receive here.
I'm making a game that uses two touch monito…
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Hey there,
what you think, is there actually a performant way to have collisions with a heightfield aka terrain? Would you implement that with the convex hull thingy? What if that terrain has 20-40k…
b333n updated
9 years ago
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I have been studying different ways to handle fast moving physics bodies and I noticed that there is a widely adopted practice to use a quick ray cast to check for hits between frames.
As an example…
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@mrdoob ,
This was brought up on the now-closed ray-box issue, so I moved it here per mrdoob's request:
I know three.js has a ray-sphere intersect test, but could you add where it returns the point a…
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As soon as light gets out of screen it is being culled, which results in terrible looking snapping. It doesn't happen on X axis though. On X axis light goes off the screen, you can still see it, on Y …
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**Original reporter**: _[prjemian](https://github.com/prjemian)_
This relates to tickets #41 and #45. These two classes are almost identical.
Posted this message to the full NIAC:
```
> NXguide an…
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Originally on 2011-11-03
authors should be written like foo, bar and baz rather than foo, bar, baz
major because users keep complaining about it
jrbl updated
10 years ago
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I tried setting the velocity of a CCPhysicsBody to a high value and I noticed that the body goes through other bodies without triggering a collision.
Is this the expected behavior?
If so, is there …