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#physics

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Working group for physics. This room is viewable by anyone and also bridged outside of Matrix.7 Servers

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14 May 2021
@_discord_322953324846383104:conduit.rsSlipped#6555 Gliders as mounts would probably still mean animating but would be intersecting enough that we'd wanna not handle one before the other I think 18:19:36
@treeco:matrix.orgtreecoSurely a vec2 could give direction?18:19:38
@_discord_322953324846383104:conduit.rsSlipped#6555 So we'll give this some time, and then tackle that when mounts merge 18:19:44
@_discord_258048702608965643:conduit.rsGoldFalcon9#7302 So picture a line, that's what a vec3 gives you. It doesn't give information on if that line rolls 18:20:01
@_discord_258048702608965643:conduit.rsGoldFalcon9#7302 It's easier to picture if you don't consider a line, but some other shape 18:20:55
@_discord_258048702608965643:conduit.rsGoldFalcon9#7302 You can rotate on the xy plane, the xz plane, and the yz plane, but you can also rotate around the axis of the line 18:22:01
@treeco:matrix.orgtreecoPitch, yaw, roll Three values. Vec3 should be able to store it fine? A normalised quaternion would only have 3 degrees of freedom anyway? (I may be dead wrong)18:22:05
@ygor:matrix.orgYgorI've never paid much attention to quaternions, but 3Blue1Brown has these interactive videos to explain them https://eater.net/quaternions18:23:47
@treeco:matrix.orgtreecoThanks for the link, I have watched it before but it clearly didn't sink in.18:24:27
@_discord_258048702608965643:conduit.rsGoldFalcon9#7302 I don't have that great a grasp on them yet, so can't explain too well 18:25:01
@_discord_570654842691911685:conduit.rsaweinstock#0579 the quaternion doesn't have more information than an euler angle, (they're interconvertible), but it has better structure for composing the information (quaternion multiplication composes the rotations properly, and there's no alternative for the other representations that doesn't basically involve converting to quaternions and then converting back) 18:25:26
@_discord_189067985690951682:conduit.rsOli joined the room.18:38:41
@ygor:matrix.orgYgorI commented out the code that updates the position, just for the sake of argument20:06:38
@ygor:matrix.orgYgorI don't think the gliding looks that bad without it20:06:50
@_discord_113086797872918528:conduit.rsSnipey joined the room.20:25:22
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15 May 2021
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@sudoreboot:matrix.orglboklin [UTC +2]
In reply to @ygor:matrix.org
I don't think the gliding looks that bad without it
Me neither, but it does lose a little bit of something
09:11:27
@sudoreboot:matrix.orglboklin [UTC +2]What do people here think of the approach that EVE took to combat lag: slowing down time / "time dilation" under heavy load?09:13:00
@sudoreboot:matrix.orglboklin [UTC +2]

While fluctuating speed would feel terrible, we could make sure that once slow-mo kicks in it would:

  1. persist for some minimum amount of time to prevent a bunch of back-and-forth that disrupts gameplay
  2. be slowed down to one of a set of pre-defined levels of severity so that players can learn to recognise it and get used to playing at that level of slow-down
09:17:01
@sudoreboot:matrix.orglboklin [UTC +2]This would help a lot with server load and allow the server to properly handle inputs and various computations (such as physics). We could in addition to this then use a fixed time step, which would then also work as a good heuristic for if the server has trouble keeping up 09:18:38
@sudoreboot:matrix.orglboklin [UTC +2] * This would help a lot with server load and allow the server to properly handle inputs and various computations (such as physics). We could in addition to this then use a fixed time step, which would then also work as a good heuristic for if the server has trouble keeping up 09:18:57
@_discord_152920116558954496:conduit.rsDr. Home joined the room.10:17:47

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