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9981b600a8
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draw debug movement for kinematic objects
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2025-01-03 16:04:32 -06:00 |
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1bbe316b20
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kinematic flag
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2024-12-16 12:53:52 -06:00 |
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f5e45d6ba1
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game tick continuity gen. start removing static constraint lookup
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2024-10-30 14:47:17 -05:00 |
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c071e17305
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fix clip winding swap
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2024-10-30 13:58:11 -05:00 |
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c8b48b9537
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object dragging via mouse joint
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2024-10-30 10:16:09 -05:00 |
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c966924760
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fix incorrect contact point calculation
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2024-10-29 13:59:12 -05:00 |
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483a95dfca
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testing linear movement using motor joint
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2024-10-29 11:13:31 -05:00 |
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161e615aa7
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specify control torque in turns / second
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2024-10-28 15:58:00 -05:00 |
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4e920e071d
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motor joint
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2024-10-28 14:33:26 -05:00 |
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68d80de75a
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move manifold data into 'contact_constraint' struct
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2024-10-23 16:35:09 -05:00 |
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7708b8e5b8
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rework transformation math functions, add separate 'world' transform functions
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2024-10-22 15:16:34 -05:00 |
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ed8b03941e
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use v2_winding when clipping
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2024-10-22 11:15:52 -05:00 |
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55fc39fddd
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minor tweaking
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2024-10-15 17:47:57 -05:00 |
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8f1422a882
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more popping work
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2024-10-15 14:00:03 -05:00 |
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73b7fef768
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more fixed up capsule collision. remove transform matrix skewing
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2024-10-12 00:37:15 -05:00 |
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6951fa62e3
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popping probably fixed
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2024-10-11 14:32:01 -05:00 |
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31082916ad
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unevenly-scaled shape collisions working
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2024-10-10 16:43:31 -05:00 |
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daf1a862f5
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more physics config defines
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2024-10-10 13:52:57 -05:00 |
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c193e31cce
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only draw collider line for circles
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2024-10-10 13:24:08 -05:00 |
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59361a60af
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divide warm start impulse by num contacts
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2024-10-10 13:13:37 -05:00 |
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9b4cfa345d
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halve warm start impulse to reduce jitter
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2024-10-10 10:29:35 -05:00 |
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bc19bd816d
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gonna probably rework clipping to better support round shapes
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2024-10-10 08:57:55 -05:00 |
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f22aec28bb
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more gjk collision work for rounded shapes
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2024-10-09 13:05:01 -05:00 |
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33b32e849c
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ignore speculative bias during relaxation for stabililty
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2024-10-08 19:34:52 -05:00 |
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ac042a3306
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rounded collisions working except for clipping
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2024-10-08 16:01:30 -05:00 |
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d52effe5c1
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wip collider shapes
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2024-10-08 12:15:11 -05:00 |
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5ef8ee3f40
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rename module gjk -> collider. remove unused gjk functions.
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2024-10-08 07:43:45 -05:00 |
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71e3d9f05f
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fix gjk causing unstable collisions between flat diagonals
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2024-10-05 01:03:07 -05:00 |
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aac6acd18f
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apparent stability for now
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2024-10-04 20:15:44 -05:00 |
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cf911f27b7
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soft contact testing
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2024-10-04 09:18:09 -05:00 |
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2758bdc394
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friction testing
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2024-10-02 14:17:48 -05:00 |
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acbd97aa84
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tweaking
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2024-09-26 17:21:51 -05:00 |
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3b21f641ad
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calculate contact ponits outside of substeps by storing local positions
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2024-09-25 19:36:28 -05:00 |
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c00d43b1de
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resolve collisions using the new clipped contacts
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2024-09-25 17:02:46 -05:00 |
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a6412ba4f1
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working face clipping along normal in gjk_contact_points
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2024-09-24 18:55:41 -05:00 |
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88334f2ab1
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test midpoint contact point
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2024-09-23 15:00:14 -05:00 |
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4b88b282df
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fix manifold swap issue
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2024-09-19 20:42:31 -05:00 |
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dbdd653ae8
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fix epa collision not detecting when diagonals touch
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2024-09-19 17:37:24 -05:00 |
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5593db5202
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replace { 0 } initializers with new ZI macro. enable 'Wmissing-field-initializers'
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2024-09-19 12:15:55 -05:00 |
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7b37f78b1e
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use shortcut-gjk for gjk_contact_points
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2024-09-19 10:27:50 -05:00 |
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d14207959b
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more physics testing
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2024-09-18 14:46:40 -05:00 |
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b717a38b13
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contact testing
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2024-09-17 12:44:54 -05:00 |
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e8bc83df3a
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revert to returning contact pairs from gjk
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2024-09-13 12:12:57 -05:00 |
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1d7f9be8b4
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use midpoint of clipped gjk contact faces
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2024-09-13 11:29:41 -05:00 |
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14958a8449
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gjk contact pair testing
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2024-09-12 18:36:04 -05:00 |
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a946583bc8
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more physics testing
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2024-09-12 15:36:20 -05:00 |
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2012d0705d
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start on glitchy collision resolution
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2024-09-11 13:59:56 -05:00 |
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e3055062e6
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angular velocity testing
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2024-09-10 16:11:39 -05:00 |
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a0600fc419
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revert to using euler integration
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2024-09-10 14:14:56 -05:00 |
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8177754821
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revert to non-swept epa
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2024-09-10 13:56:26 -05:00 |
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8050c39496
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minor cleanup
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2024-09-09 12:08:28 -05:00 |
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5c03288c53
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formatting
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2024-09-09 10:56:54 -05:00 |
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14163d2a09
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semi working sweeping collision along velocity
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2024-09-06 16:00:44 -05:00 |
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11759dc6cd
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better direction gjk testing (still bugged since edge is furthest in velocity rather than closest projected, even though point is now correctly projected from end of velocity ray)
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2024-09-05 09:16:01 -05:00 |
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f608000b85
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re-add/enable gjk debug visualization
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2024-09-04 10:26:04 -05:00 |
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9cb34ea1cd
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gjk.c & gjk.h
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2024-09-03 15:59:06 -05:00 |
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c3b96d1597
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join logic for gjk expansion into one function
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2024-09-03 14:30:42 -05:00 |
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d735ff8fc8
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fix closest points janky when shape edges aligned
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2024-08-30 19:57:34 -05:00 |
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987842e130
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working depth points for colliding gjk
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2024-08-30 18:22:48 -05:00 |
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ed1a788821
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gjk closest point working for non-colliding entities
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2024-08-30 17:15:26 -05:00 |
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2fe3502cfc
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fix gjk hang
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2024-08-30 14:40:40 -05:00 |
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8fd92c55a1
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gjk expanded testing non-colliding closest face
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2024-08-30 13:39:28 -05:00 |
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99381f1274
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gjk tweaks
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2024-08-30 09:00:18 -05:00 |
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8de566cad5
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gjk step tweaking in debug mode
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2024-08-29 18:46:08 -05:00 |
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2150d0e3c4
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working epa test
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2024-08-29 11:31:57 -05:00 |
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818ffa7eba
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start on scuffed epa
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2024-08-28 20:21:55 -05:00 |
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2453ceb239
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fixed skew & child entity interpolation (still drifting skew bug due to accumulated sin & atan2 imprecision)
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2024-08-27 18:35:43 -05:00 |
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4ce85c1bef
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skew testing
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2024-08-26 14:48:40 -05:00 |
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86f1f1f6e0
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start on scuffed gjk collision detection
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2024-08-23 20:30:22 -05:00 |
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c4dd372041
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store and calculate mass from unscaled mass instead of density
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2024-08-21 17:17:05 -05:00 |
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c461956fb0
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remove a debugbreak
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2024-08-21 14:31:44 -05:00 |
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10c9c833ba
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better impulse & force application
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2024-08-19 19:20:55 -05:00 |
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4b10be1b17
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specify arena when queueing game cmds from user thread
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2024-08-19 13:32:30 -05:00 |
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83b0b3f255
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start verlet integration
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2024-08-18 22:44:55 -05:00 |
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0e658749b1
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track key repeats in user binds
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2024-08-15 16:18:14 -05:00 |
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bd4e560f67
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allow error in aim angle
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2024-08-15 14:41:01 -05:00 |
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38075e5efd
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entity_prop_kinematic
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2024-08-14 18:22:06 -05:00 |
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2a357c127f
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more bullet testing
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2024-08-14 14:21:51 -05:00 |
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ca6c058675
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bullet trail testing
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2024-08-13 19:29:03 -05:00 |
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45c6d94009
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more bullet testing
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2024-08-13 16:34:31 -05:00 |
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cad25d24b2
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entity release prop
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2024-08-13 14:04:01 -05:00 |
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52db86b012
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entity active field
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2024-08-13 12:58:13 -05:00 |
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81d02f3c80
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debug pausing
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2024-08-12 18:50:10 -05:00 |
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ccbfc22e84
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fix camera debug rect not drawing
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2024-08-12 18:02:02 -05:00 |
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d17727c133
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minor cleanup
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2024-08-09 23:13:24 -05:00 |
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1125015ff7
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weapon triggering testing
|
2024-08-09 22:57:38 -05:00 |
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911208a926
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triggering beginnings.
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2024-08-09 22:27:02 -05:00 |
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f5400b0205
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equip/fire beginnings. player input cmd change.
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2024-08-09 21:03:51 -05:00 |
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dbeb0f0f72
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only re-calculate all xforms before publishing game tick
|
2024-08-08 14:23:18 -05:00 |
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a7d8e19784
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use pivot dir to determine sprite transform rotation.
|
2024-08-08 13:38:25 -05:00 |
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8afeea3b9a
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store user player aim as active camera focus
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2024-08-07 14:40:09 -05:00 |
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0f113f640f
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child xform fixes
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2024-08-07 14:13:06 -05:00 |
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f5e28a04af
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add entitity_get/set_xform functions
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2024-08-07 11:48:19 -05:00 |
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bac9d797b9
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fix entity gen comparison
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2024-08-06 16:05:29 -05:00 |
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53ae299816
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add root entity. release children with parent.
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2024-08-06 15:09:57 -05:00 |
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c7ee34037a
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begin entity xform tree refactor
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2024-08-06 13:44:24 -05:00 |
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bda472d15e
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update tim test image
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2024-08-05 13:10:15 -05:00 |
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3049e02b57
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working aim from hold slice correctly
|
2024-08-05 13:01:15 -05:00 |
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91d7812f8a
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rename rel_xform -> exform. world_xform -> xform_world. sprite_quad_xform -> sprite_xform_world. add rel sprite_xform field.
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2024-08-01 13:10:37 -05:00 |
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219acd3927
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calculate sprite xform from world xform, and add calculation to world xform recurse step
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2024-08-01 12:43:49 -05:00 |
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