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58 following, 37 followers
This should be more efficient, and just as stable so long as the vector is only added to and no objects delete from it directly through random access. I have a new deletion queue to handle this situation appropriately.
Next part is hard. collision detection! I have to be careful about this one because every method has drawbacks. The big challenge is getting a system that will work on every piece of hardware I throw this at so I don't have to write entirely different physics for homebrew ports. Complete feature parity if I decide to reuse the codebase on an Amiga or X16.
I considered using the GPU to simulate collisions inside a rendertexture, but this is only viable as far as the PC and modern consoles and I'd need to throw it away for the backports. Plus it has caveats related to precision, increasing that resolution would be a performance detriment.
The other option is to do things the old fashioned way on the CPU and simply calculate the bounding boxes with algebra.