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Nikita Lisitsa

@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

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Latest posts by Nikita Lisitsa @lisyarus

How do I get the translation vector for collision resolution with GJK alone?

07.03.2026 03:47 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Not yet, but I will publish it later

06.03.2026 18:45 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

(at least that's what I'd assume)

06.03.2026 18:17 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

06.03.2026 18:16 ๐Ÿ‘ 6 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Yeah, that's just raw JS+WebGL

06.03.2026 18:11 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

What's CMC?

06.03.2026 17:56 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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 ๐Ÿ˜ญ

06.03.2026 17:00 ๐Ÿ‘ 45 ๐Ÿ” 0 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0

I have no idea what that is!

06.03.2026 14:41 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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) ๐Ÿ˜ญ

06.03.2026 14:25 ๐Ÿ‘ 13 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Huh? I'm making it for free in my spare time :)

05.03.2026 12:02 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Thank you! I do have truncated tetrahedra as well! ๐Ÿ˜Š

04.03.2026 21:42 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Hmm, it looks like the tetrahedron that, when copied and rotated 6 times, gives you the unit cube?

04.03.2026 18:13 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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

04.03.2026 14:27 ๐Ÿ‘ 18 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

What was that feature, may I ask?

04.03.2026 12:31 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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

04.03.2026 12:19 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Something like that, yeah

03.03.2026 22:51 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I don't need any graphs or topology right now, so removal is just removing from a list

03.03.2026 20:32 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Finally implemented removing placed polyhedra, which allows for more complex shapes, floating structures, and most importantly fixing mistakes ๐Ÿ˜…

03.03.2026 19:15 ๐Ÿ‘ 45 ๐Ÿ” 3 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

They look soooo lovely!

03.03.2026 17:39 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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 ๐Ÿค”

03.03.2026 17:31 ๐Ÿ‘ 40 ๐Ÿ” 3 ๐Ÿ’ฌ 6 ๐Ÿ“Œ 0

Lovely! How do they work?

03.03.2026 17:28 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Soft clouds

03.03.2026 17:27 ๐Ÿ‘ 19 ๐Ÿ” 2 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Added non-uniform polyhedra parts (mostly stuff obtained by cutting uniform polyhedra), improved player collisions a bit, improved the UX, and added a jetpack ๐Ÿ˜…

03.03.2026 15:52 ๐Ÿ‘ 74 ๐Ÿ” 4 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0

There are already, at 0:10 I'm rotating the prism around the attachment face

03.03.2026 06:50 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

To a what?

03.03.2026 03:45 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Just on my personal blog I guess ๐Ÿ˜…

02.03.2026 23:01 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Messing around with what you can build in this thing

02.03.2026 23:01 ๐Ÿ‘ 26 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Added some very basic player collision physics. It mostly works fine, jumps are a bit weird and multi-object collisions are a menace rn.

02.03.2026 21:41 ๐Ÿ‘ 8 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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...()

02.03.2026 21:32 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Probably not ๐Ÿ˜…

02.03.2026 19:44 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0