programming

tapered_cylinder

new collada spec 1.4 is out.

http://www.gamedev.net/community/forums/topic.asp?topic_id=367866

tapered_cylinder and tapered_capsule

what the hell? ok. this is fucking stupid. here is why..

let's support sphere and box.

box-box
box-sphere
sphere-sphere

let's support sphere and box and capsule.

box-box
box-capsule
box-sphere
capsule-capsule
capsule-sphere
sphere-sphere

let's support sphere and box and capsule and mesh.

box-box
box-capsule
box-mesh
box-sphere
capsule-capsule
capsule-mesh
capsule-sphere
mesh-mesh (well..)
sphere-mesh
sphere-sphere

do you see a trend? as you add more primitives the number of pairwise checks you have to code starts to get ridiculous. now you could always use the 'tapered' version for normal cyliders and capsules, but that is not necessarily going to be efficient.

just because you can add a feature, does not mean you should.. cylinders are hard enough as it is, who the hell has a perfect tapered_cylinder and who even cares? what is a 'tapered_cylinder' even good for?

sorry if this was your idea stan.