Update of patch #679 (project wormux):
Status: None => Done
Open/Closed: Open => Closed
Summary: Changes svn diff gives me.. => Rebound code
modifications
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Follow-up Comment #2:
I like the idea of computing the tangent by sort of "summing" the values of
the pixels around the contact point, but as you're aiming to optimizes this
code let's keep your Normal_Range1 method and throw the others.
Though, the reason your patch is rejected, is that it is really badly
integrated to the current code...
In detail:
- The code that is already there is there for a reason, when you have to know
what you're doing ... In Physics::Rebound(), removing the SignalRebound() will
disable the sound of a bouncing grenade, characters falling from a high point
won't get hurt ...
- Removing the STOP_REBOUND_LIMIT will make some object stuck in ground and
bounce a hundreds time during short time, the sound(if it wasn't disabled)
would be triggered as many times..
- What you call bouncefrict is called m_rebound_factor in wormux
- As you noticed we use Point2* to define coordinates
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