libera/#shirakumo - IRC Chatlog
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10:27:17
Colleen
<gingerale> shinmera: I'm trying to mess around in Trial during my lunch break but it won't launch? "The alien function "glfwWindowHintString" is undefined." Is this related to my new emacs envinronment not finding glfw installation?
10:34:24
Colleen
<gingerale> Hm.. workbench::launch fails. Likely due to the load-mapping not being or working correct.
10:38:02
Colleen
<gingerale> It seems to expect the action mapping qualifier to be a list, but they're keywords instead.
10:47:22
Colleen
<selwyn> https://wap.business-standard.com/article/international/swiss-are-on-the-hook-for-13-500-each-on-credit-suisse-bailout-123032200004_1.html
10:53:07
Colleen
<gingerale> shinmera: I don't know if it's the correct solution, but if I change FROM-MAPPING-DESCRIPTION to ensure that the stick directional qualifiers are lists, it works.
11:05:01
Colleen
<shinmera> gingerale: second issue I have no idea about? what does your keymap.lisp look like?
11:05:30
Colleen
<shinmera> selwyn: sure do love our govt constantly bailing out big business and then refusing to tax them lol, lmao
11:09:56
froggey
I thought about it but I'm not up for it, will still be recovering and don't really want the stress of travel
11:11:34
Colleen
<gingerale> shinmera: If there's a keymap.lisp it should just be the same as on trial's latest master branch? Unless you mean that LOAD-MAPPING call on workbench.lisp, then it's still the same as it's on remote.
11:12:30
Colleen
<shinmera> gingerale: no, in whatever project you have, do you have a keymap.lisp file?
11:29:49
Colleen
<selwyn> i want to work on making interactions with the environment easier, as this is mostly the point of trial-vr
11:30:29
Colleen
<selwyn> so i will sketch out some kind of protocol governing how objects and people (via the controllers) interact
11:31:00
Colleen
<selwyn> as the physics engine can handle cubes and the like, i thought it would be nice to make some kind of rigid body simulation
11:33:12
Colleen
<shinmera> you probably want to have some tolerance so you can project a ray from the hand and find a close object to snap to the hand.
11:34:38
Colleen
<shinmera> also cubes get old fairly quick. We really do need more complex collisions. Which means two things: 1. deconstruction of concave into convex and 2. GJK
11:35:49
Colleen
<shinmera> If you wanna get started on that, the book Real Time Collision Detection by Ericson is very good.
11:37:07
Colleen
<shinmera> It goes over literally everything, so just pick what's important to you lol
11:37:40
Colleen
<shinmera> I hope gingerale can give the PR a look over soon so we can merge and move on to next steps
11:41:23
Colleen
<shinmera> Since GJK is gonna need to interact with meshes, we might also need to rethink our current mesh representation.
11:43:06
Colleen
<shinmera> I'd probably make a new physics/gjk.lisp, and then later integrate with the protocol from primitives.lisp
11:51:20
Colleen
<shinmera> But the solution there is rather simple, you just enlarge the object shape along the combined velocity vector in the support function.
11:57:52
Colleen
<shinmera> well, you can have analytical shapes like a sphere, which are not described by a triangle hull.
11:58:29
Colleen
<shinmera> so generally you'd have some generic function with methods for every primitive, which implements the support function.