Search found 18 matches

Re: Tuesday, June 27, 2017

It's Josh's Limit Theory through and through. I don't think the vision has changed at all due to my presence. My primary job, from my point of view, is to remove as many of the technical and structural tasks from Josh's brain as possible. The goal is to get to a point where Josh is able to power thr...

Re: Tuesday, June 27, 2017

I'm new here, so I'm not fully acquainted with the history and the community norms, but I to have say: as both a player and a developer I disagree with the sentiment that updates must be on a perfectly timed schedule or that the developer is screwing up by letting them slip. At the end of the day we...

Re: Tuesday, June 27, 2017

I prefer textbooks myself. I tend to grab one on a subject and just go cover to cover, supplementing it with blogs and whitepapers I find from general internet searches as necessary. I'm not super up-to-date on the best resources, but we have Realtime Collision Detection and Game Physics Engine Deve...

Re: Tuesday, June 27, 2017

Oh, I meant more like, as a novice, where do I start reading to learn about things like that in general? What are the subjects to learn? By "things like that" do you mean things like surface extraction or just things that are difficult/cool? So are we talking better meshes as in < ... > Silverware ...

Re: Tuesday, June 27, 2017

This link has a list of some of the most common techniques with links to the original papers. Once you know the names you can search for other related resources fairly easily. There's probably far more information available on Marching Cubes than anything else, most of it being fairly accessible. I...

Re: Tuesday, June 27, 2017

At some point I'll start contributing to the dev logs. I probably should have written about the BSP/collision detection, that was a lot of fun and I'm pretty happy with where it went. Plus it makes for some cool GIFs. My main test case for that is now known as the 'radioactive luffa'. I'm currently ...

Go to advanced search

cron