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> The solution is to borrow ideas from those who have done it before. I've tried that. Open various libraries, go through the code, work out how/where they per
by rikroots 6y ago
> The solution is to borrow ideas from those who have done it before.
I've tried that. Open various libraries, go through the code, work out how/where they perform the collision response calculations, trace back the vars passed into those calculations to see where their values get calculated, etc, etc ... and clearly I keep missing some key step or other along the way. I'm either misunderstanding the collision normal, or misinterpreting the collision depth, or my understanding of torque is deeply flawed (very possible, that one) ... frustration builds. Then I blame the engine coders for being too clever with their code and try a different library.
I'll get there one day. Failure is not a disaster!
- pasabagi 6y agoAs somebody who also struggles with math, I feel that the problem is it's extremely unforgiving. For instance, when I was trying to write some simple 3d rotation matrices in lua, I kept on getting crazy results just because I'd invariably mix up one cosine with a sine, or a plus with a minus. I don't really have any thoughts about how to get around this though.
- bigdict 6y agoFailure is wonderful. Keep going.