Michael Herzog

Results 352 comments of Michael Herzog

Um, I think we have to find out how an anti-cyclic edge could actually appear in `Polygon`. It seems something goes wrong when the polygons are generated. So instead of...

> did you anticipate weird jigsaw-puzzle like meshes such as this: TBH, no. This is not a typical geometry for a navigation mesh. > Like does the code expect the...

I find it strange that the video talks about spares voxel octrees. SVO is a rendering technique and always includes some sort of raycasting or tracing. Pathfinding in 3D is...

It's not yet clear to me how to handle game entities with different size. The above algorithm basically only works when the game entity is a point and thus infinitely...

Yes, this is a known limitation of the current implementation. > the back-facing edges in relation to the movement's direction might be picked, and thus deal no effect? Border edges...

> It remains to see if per-vertex shading has a detrimental effect on mobile performance. It would be interesting to see the performance implications of this PR. Meaning before it...

Sorry, but such a simple scene on such a powerful device is not a viable test case. This needs to be primarily tested with low and mid-range smart phones with...

TBH, I don't see the purpose of a separate per-fragment Lambert material. Why not directly using `MeshPhongMaterial` with zero specular? I understand the library will be easier to maintain if...

> Because it is not the same, I what way would it be different? Sorry, I have not read the new lambert shader in detail yet.

> Ok, thanks @WestLangley! It sounds like a primary goal here is to simplify what we're maintaining in core, and to not have the additional complexity of a per-vertex shader...