logoalt Hacker News

rcxdudetoday at 4:05 PM1 replyview on HN

It aligns with what appears on the screen accurately and without needing any extra work to make sure there's a representation in a tree that's pixel-accurate. It's also pretty low overhead with the way modern GPU rendering works.


Replies

diathtoday at 4:20 PM

What if you have a collision system where collision filters can exclude collisions based on some condition in such a way that their bounding boxes can overlap? For instance an arrow that pierces through a target to fly through it and onto another target? How do you accurately store the Entity ID information for multiple entities with a limited number of bits per pixel?

show 1 reply