So, I made fixes I mentioned in my last post. Plus I made everything as I could [Inline]. And this gave tremendous performance gain - up to +30%! Now I can handle 800 objects with 60 fps!
Показаны сообщения с ярлыком collision detection. Показать все сообщения
Показаны сообщения с ярлыком collision detection. Показать все сообщения
воскресенье, 28 сентября 2014 г.
четверг, 25 сентября 2014 г.
Planet Shooter. Physics 2.
In my last post I mentioned that using brute-force approach for collision detection I can handle 200 objects on my machine with 60 fps. My next step was to add some spatial structure for fast collisions.
воскресенье, 14 сентября 2014 г.
Planet Shooter. Physics.
Hi dear readers. Today I'm starting a series of posts about a game I'm working on in my free time. I'm seriously planning to release it. And here I'll write about my progress.
воскресенье, 5 июня 2011 г.
Simple game
This is test only. I made it as test task for www.mimimigames.com. The game uses my physics, and 3D version uses Alternativa3D engine.
пятница, 20 мая 2011 г.
Swept SAT
Hi, curious reader. Today I want to initiate you to secrets of collision detection in games. I'll tell how to predict time of impact (TOI) of two objects. One way to easily do it – is to use swept Separating Axis Theorem (swept SAT or continuous SAT).
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