Comments (2)
My collision detection was initially calculated for uniform time steps (which would correspond to uniform distances travelled in the grid). When I made the animation time-dependent, the points that the ball passes through are more unpredictable, and that broke my assumptions for collision detection so I'll need to redesign it.
I'll do that when I get some free time. I'm surprised it actually works this well because it makes little sense with variable time steps.
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"Fixed" by having a "snapping" integral, and a much more lenient collision detection that relies on the snapping. It should work in all cases, but it isn't elegant so I will try to redesign the whole system later.
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Related Issues (5)
- Flickering image HOT 2
- Stack overflow (stack "leak") HOT 1
- unmarshalSpecialKey HOT 1
- cuboid-0.14.1 broken by Yampa update HOT 5
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