Benjamin Saunders

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Sorry, I must have been unclear. The library already contains many hard-coded seeds. This proposal contains two parts: improving the hard-coded seeds, and adjusting, *not removing*, the interface by which...

Seeds in noise-rs are used to initialize internal RNGs, which are in turn used to construct noise function internal states (currently just permutation tables, maybe other things in the future?)....

Is there any reason these need to be baked in, rather than maintained as an independent crate? It'd be nice not to increase the build/maintenance load for all the users...

FWIW, as someone currently using nphysics with an ECS, I find the existing interface ideal since I don't have a 1-to-1 relationship between entities and bodies. Would be interested to...

I don't sync data between them and I'm not sure why I would. Entities that are associated with a body store that body's handle, and any system that wants to...

> Many problems are solved in the structure of handling that data when the primary owner of it is not the World where stepping occurs, but the program who calls...

For most game purposes, exact reproducibility isn't important (especially if you're receiving authoritative updates from a server at high frequency), so you can just synchronize position and velocity by hand.

Efficient lag compensation implementations usually don't involve snapshotting the entire world state at every frame, but just reconstructing sufficiently important parts of the past (e.g. player positions). They certainly don't...

I don't think restarting the entire simulation from the past is generally required or appropriate for hit detection, no matter how you're simulating your projectiles.

Explicitly capturing whatever transforms you care about to whatever precision you care about and manually driving swept collision detection or ray-casting in the past is straightforward and more efficient than...