<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: In too Deep</title>
	<atom:link href="http://felixfox.com/2010/05/18/in-too-deep/feed/" rel="self" type="application/rss+xml" />
	<link>http://felixfox.com/2010/05/18/in-too-deep/</link>
	<description>~Kitasia</description>
	<lastBuildDate>Tue, 15 May 2012 04:26:34 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
	<item>
		<title>By: Dimma</title>
		<link>http://felixfox.com/2010/05/18/in-too-deep/comment-page-1/#comment-418</link>
		<dc:creator>Dimma</dc:creator>
		<pubDate>Fri, 28 May 2010 19:13:36 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=319#comment-418</guid>
		<description>The ellipse method seemed pretty cool. So cool I actually tried implementing it now and I think I got it right - getting collision normal and depth back from transformed &quot;space&quot; was pretty difficult.

I had an OBB around the player character, before, but that wasn&#039;t as smooth.</description>
		<content:encoded><![CDATA[<p>The ellipse method seemed pretty cool. So cool I actually tried implementing it now and I think I got it right &#8211; getting collision normal and depth back from transformed &#8220;space&#8221; was pretty difficult.</p>
<p>I had an OBB around the player character, before, but that wasn&#8217;t as smooth.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anti</title>
		<link>http://felixfox.com/2010/05/18/in-too-deep/comment-page-1/#comment-404</link>
		<dc:creator>Anti</dc:creator>
		<pubDate>Sat, 22 May 2010 18:18:20 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=319#comment-404</guid>
		<description>Actually, I was always using sphere to triangles collision, just using a different method. Ellipses to be exact.

Every moving object in the game from the characters to the boxes, to the 2D weapons was made up of ellipses. It was a very limited setup.

GameDev is a nice place : )! Honestly without GameDev I&#039;m not sure where I&#039;d be.</description>
		<content:encoded><![CDATA[<p>Actually, I was always using sphere to triangles collision, just using a different method. Ellipses to be exact.</p>
<p>Every moving object in the game from the characters to the boxes, to the 2D weapons was made up of ellipses. It was a very limited setup.</p>
<p>GameDev is a nice place : )! Honestly without GameDev I&#8217;m not sure where I&#8217;d be.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dimma</title>
		<link>http://felixfox.com/2010/05/18/in-too-deep/comment-page-1/#comment-400</link>
		<dc:creator>Dimma</dc:creator>
		<pubDate>Sat, 22 May 2010 15:52:59 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=319#comment-400</guid>
		<description>Also, if you have sphere-to-triangles collision working, you can do alot with spheres!

For example, a snowball, rock, egg, huge pine cone, you name it, can be pushed around linearly over triangles/ground. Plus a rotation matrix can be made using that pushed distance and the character side-vector, to apply &quot;roll&quot; to the rock etc.

And most characters can stand on a rock, or snowball, like a dynamic platform, and stuff.

Man, for me that SAT theorem was a bit hard, I read about it before but decided to code an intuitive but slower function. The people at GameDev are really nice though.</description>
		<content:encoded><![CDATA[<p>Also, if you have sphere-to-triangles collision working, you can do alot with spheres!</p>
<p>For example, a snowball, rock, egg, huge pine cone, you name it, can be pushed around linearly over triangles/ground. Plus a rotation matrix can be made using that pushed distance and the character side-vector, to apply &#8220;roll&#8221; to the rock etc.</p>
<p>And most characters can stand on a rock, or snowball, like a dynamic platform, and stuff.</p>
<p>Man, for me that SAT theorem was a bit hard, I read about it before but decided to code an intuitive but slower function. The people at GameDev are really nice though.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

