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For the moment it is working but not perfectly. We should try to find a better way to handle the collisions between the walls.
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Might want to either bail with failure status there, or open existing type and store its pointer in g_DataStackType:
https://github.com/zodiacon/KObjects/blob/797b3b6b97c60cf6763de7d6ee12ab881fe8d635…
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Dear all,
Thanks for the great work! I am a beginner in cloth simulation. The collision handling technique in ZENO has inspired me a lot. After learning the code in ZENO, I am still struggling in s…
WYK96 updated
2 months ago
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### How to use GitHub
* Please use the 👍 [reaction](https://blog.github.com/2016-03-10-add-reactions-to-pull-requests-issues-and-comments/) to show that you are affected by the same issue.
*…
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When two actors collide, something should happen!
- We need to be able to check if two actors collide
- We need to implement what happens when they do
A QuadTree algorithm should be used to speed up …
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My current idea is to check the area the agent is moving to for wall pixels, and then kill the agent if it hits anything
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Currently device side curve accesses only confirm that type size matches. This is clearly flawed (most types are 4-byte).
This same flaw is present in `unregisterVariableByHash()`
Temporary solu…
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Currently, when registering classes (components, systems, subcomponents, etc.) you specify a string ID. This makes it difficult to write modular code. For example, say you have one plugin that registe…
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SYNC has a general design issue:
let's assume we have two clients.
Every 3 Minutes each client checks, if the file on the drive has changed (SYNC stores a UUID of the client that did the last upd…
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Is there a way to handle collisions differently?
For example, we have these JSON translation files, so we don't really have the option of how they're structured, and they're all over the board. An …