Bryan Edds

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I've heard gltf is not a very efficient game-oriented model format. Not sure if it's true tho. Might be worth looking into the practicality of it as compared to fbx...

I think an assert is good enough for now here. Potentially reopen if people start actually hitting it.

Here we need to implement body tracking for joints such that when a joint is created before its target bodies, the joint construction information is saved and then acted upon...

Also question: should I awake involved bodies when their joint changes? With bullet physics, joint changes have no effect on sleeping bodies.

Also add dynamic resolution changes.

I recently added resolution virtualization via an integer scalar, which is adjacent to this issue.

The only thing that really needs done here is the ability to change the integer scalar and have the window resize to match.

A bit of code for testing this - ``` override this.Update (game, world) = let group = game / "Screen" / "Group" let world = seq { for i in...

Now THAT is an interesting idea! I'm wondering if replacing SDL2 with bgfx as is planned will make that possible?