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Marcousik you can calculate distance with fractals very easily, thats how they render them in the first place. So take the distance and if its close to zero, make some sort of force in the opposite direction.
Maybe. Not sure if this is sufficient to simulate a collision with shock and sparklers flying around the collision point, you know what I mean.
Hey Slas just start a blog or anything else about foot IK, did you work on this yet?
Lethal Raptor Games
You could also use the same shader algorithm on the CPU to calculate where collision objects should be. That's what I would do.