November 06, 2015
On Friday, 6 November 2015 at 10:58:24 UTC, Timur Gafarov wrote:
> 06.11.2015 13:51, NVolcz пишет:
>> On Friday, 6 November 2015 at 09:04:05 UTC, Timur Gafarov wrote:
>>>[...]
>>
>> Very cool!
>> How have it been to work with the GC?
>> Reddit it! Maybe with an writeup?
>
> I tried to fully avoid GC, using my own malloc-based allocator. This lead to the fact that the code is not very D-ish, but it proves that there's perfectly possible to write real-world GC-free applications in D.

On Friday, 6 November 2015 at 10:58:24 UTC, Timur Gafarov wrote:

Kickstarter awaits! Glad to see you here.
November 06, 2015
Would be nice to have demos avaliable on github

November 07, 2015
Am Fri, 6 Nov 2015 12:04:03 +0300
schrieb Timur Gafarov <gecko0307@gmail.com>:

> Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch.
> 
> Source code:
> https://github.com/gecko0307/atrium
> 
> IndieDB page:
> http://www.indiedb.com/games/atrium
> 
> A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0

This looks very nice, congrats! I'm especially interested in the physics and character controller part, because I'm currently developing a character controller myself, but just a sphere character in a static triangle world for now.

Finding a robust and fast sliding algorithm for sliding a sphere along triangles in a given direction seems to be the hardest part. I'm investigating two approaches, which can be simplified to:

1) move until we hit any geometry, compute new slide direction, repeat 2) move first, then project the character out of the world geometry

Both approaches work reasonably well, but there are scenarios where
they don't work so well (mostly pathetic scenarios). I'll
definitely look how you solved the problem and maybe tinker with your
physics code :)

November 08, 2015
07.11.2015 21:17, Manuel König пишет:
> Am Fri, 6 Nov 2015 12:04:03 +0300
> schrieb Timur Gafarov <gecko0307@gmail.com>:
>
>> Atrium (code name) is a work-in-progress science fiction game with
>> physics based puzzles (gravity effects, force fields, etc) akin to
>> Portal or Inverto. The game is fully written in D, it uses custom
>> graphics engine based on OpenGL and SDL. Physics engine is also
>> written from scratch.
>>
>> Source code:
>> https://github.com/gecko0307/atrium
>>
>> IndieDB page:
>> http://www.indiedb.com/games/atrium
>>
>> A precompiled demo for Windows:
>> https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0
>
> This looks very nice, congrats! I'm especially interested in the physics
> and character controller part, because I'm currently developing a
> character controller myself, but just a sphere character in a static
> triangle world for now.
>
> Finding a robust and fast sliding algorithm for sliding a sphere along
> triangles in a given direction seems to be the hardest part. I'm
> investigating two approaches, which can be simplified to:
>
> 1) move until we hit any geometry, compute new slide direction, repeat
> 2) move first, then project the character out of the world geometry
>
> Both approaches work reasonably well, but there are scenarios where
> they don't work so well (mostly pathetic scenarios). I'll
> definitely look how you solved the problem and maybe tinker with your
> physics code :)
>

I took rather idiomatic approach: move, detect collisions, generate contact points, then solve them iteratively. Sliding is obtained somewhat automatically.
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