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@TomF@mastodon.gamedev.place

Post #1552891

2025-11-21 21:54 UTC

So problem solved, right? 80 bits of precision means the collision didn't happen, but in 32 bits of precision it does, and that's your problem, more bits better, QED, right? Well not quite. The guard's toe overlaps in both cases - a few millimeters is still significantly larger than ANY of the possible precisions. In both the SSE and x87 versions, the door hits the guard's toe. So far, both agree.

Replies (1)

  • @TomF@mastodon.gamedev.place 2025-11-21 21:55

    This collision is actually properly modelled - a big innovation of HL2 was the extensive use of a real physics engine. The door and the guard are both physical objects, both have momentum, they impart an impulse on each other, and although the door hinge is frictionless, the guard's boots have some amount of friction with the floor.

    Open ##1552892