Search found 257 matches

by wareya
13 Dec 2018, 16:56
Forum: Infrastructure
Topic: Issue with forum session timeout force logout
Replies: 9
Views: 163

Re: Issue with forum session timeout force logout

Still doing it apparently.
by wareya
13 Dec 2018, 10:38
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 66
Views: 6661

Re: Hey let's switch away from bullet to anything else (discussion)

Then it is added to the potentially-colliding-set for both cells, or you clip its mesh along the boundary which is what I'm going to be trying first. Clipping would probably cause problems for anything that ever tries to move, e.g. by a script (that includes statics as well), and then there also ac...
by wareya
13 Dec 2018, 09:42
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 66
Views: 6661

Re: Hey let's switch away from bullet to anything else (discussion)

Less like a quadtree (which is a recursive structure) and more like a presence array/grid. Cells are a fundamental part of OpenMW's design, so they're a PERFECT candidate for the very first phase of a broadpass. We could do something like giving each cell its own octree, for example. In "big" engine...
by wareya
13 Dec 2018, 01:01
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 66
Views: 6661

Re: Hey let's switch away from bullet to anything else (discussion)

They're basically just saying that you can use cells as an initial broadphase stage and only look for objects that are touching the cells that the actor you're moving is touching. Dynamics like cloth physics or jigglebones can be given by keeping bullet but only for those dynamics, and making kinema...
by wareya
13 Dec 2018, 00:34
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 520

Re: Darknut's Dwemer House

The actor-actor chance was making them act like cylinders if overlapping. You're right though, it looks like I forgot this part, oops. Okay, let's look at this: https://github.com/OpenMW/openmw/blob/501605b1fc9c1f12e2e65e6eba4762a1cf6014d3/apps/openmw/mwphysics/trace.cpp#L39 https://github.com/OpenM...
by wareya
12 Dec 2018, 23:21
Forum: News
Topic: OpenMW version 0.45 is in RC phase
Replies: 16
Views: 2158

Re: OpenMW version 0.45 is in RC phase

Cool.
by wareya
12 Dec 2018, 23:02
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 520

Re: Darknut's Dwemer House

One of the changes my movement solver PR made was ignoring collisions with backwards normals, so that might have been fixed there. Not sure. (It's not merged yet.)
by wareya
12 Dec 2018, 22:23
Forum: News
Topic: OpenMW version 0.45 is in RC phase
Replies: 16
Views: 2158

Re: OpenMW version 0.45 is in RC phase

I didn't think about it until now, but dose that change hurt keyboard/gamepad-only gameplay?
by wareya
12 Dec 2018, 01:55
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 520

Re: Darknut's Dwemer House

Going based on memory here, so I might be a little wrong, but if I'm wrong, just pretend that I'm talking about what OpenMW SHOULD be doing, IMO. Ideally, one-way walls should still work, and you shouldn't collide with things if you're moving into them "from the back side". The specific issue with t...
by wareya
11 Dec 2018, 21:38
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 66
Views: 6661

Re: Hey let's switch away from bullet to anything else (discussion)

I made my own custom collision system too, it's definitely not as hard as some projects think to get simple mesh-mesh tracing and testing, even if you throw in a small number of easily-definable primitives like cylinders or AABBs. What's hard is doing everything in a way that makes it so you can upd...