How do I get the translation vector for collision resolution with GJK alone?
@lisyarus
He/him I teach C++ & computer graphics and make videogames Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
How do I get the translation vector for collision resolution with GJK alone?
Not yet, but I will publish it later
(at least that's what I'd assume)
More droplets/less uniform water vs air distribution => more water/air surfaces => more refraction & reflection effects with random surface normals, which effectively scatter light more or less uniformly, producing white colour
Yeah, that's just raw JS+WebGL
What's CMC?
The good news is that I finished implementing the GJK+EPA-based player-polyhedra collisions.
The bad news is that they don't always work correctly, meaning I have a whole ton of debugging in front of me ๐ญ
I have no idea what that is!
Still implementing GJK-based collisions. GJK algorithm itself is done and seems to work, but it turns out that to use it for collision resolution (to obtain penetration vector) you need another algorithm (EPA -expanding polytope algorithm) ๐ญ
Huh? I'm making it for free in my spare time :)
Thank you! I do have truncated tetrahedra as well! ๐
Hmm, it looks like the tetrahedron that, when copied and rotated 6 times, gives you the unit cube?
Thinking of implementing the GJK algorithm for proper player collisions. Never done that, but must be quite doable...
In the meantime I've slapped a sky shader to stop the background from being so disorienting
What was that feature, may I ask?
You could input your own polyhedra by modifying the html file directly (it runs in browser, the models are embedded in OBJ format), but it has a lot of restrictions on the models (all faces are regular polygons, all edges have length one) so it can't be an arbitrary one
Something like that, yeah
I don't need any graphs or topology right now, so removal is just removing from a list
Finally implemented removing placed polyhedra, which allows for more complex shapes, floating structures, and most importantly fixing mistakes ๐
They look soooo lovely!
Working on a proper toolbar. Not sure if I want it to be as large as to fit all possible shapes, but also not happy with making some extra UI for switching between what shape each slot has ๐ค
Lovely! How do they work?
Soft clouds
Added non-uniform polyhedra parts (mostly stuff obtained by cutting uniform polyhedra), improved player collisions a bit, improved the UX, and added a jetpack ๐
There are already, at 0:10 I'm rotating the prism around the attachment face
To a what?
Just on my personal blog I guess ๐
Messing around with what you can build in this thing
Added some very basic player collision physics. It mostly works fine, jumps are a bit weird and multi-object collisions are a menace rn.
There's no data structure, I just store all them in a single array! I don't check for self-intersections right now (and not really sure if I'm planning to...()
Probably not ๐