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Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection functio
by mike_san 5y ago
Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection function, but it was just named 'pb_collide'.
It's nice to be able to point to this line: https://github.com/k4zmu2a/SpaceCadetPinball/blob/5947727f8031db306126c49b9e4b6043da13ea22/SpaceCadetPinball/pb.cpp#L597 https://github.com/k4zmu2a/SpaceCadetPinball/blob/5947727f80...
And, while it is true that the code is sparsely commented, the geometry code that computes ray intersections is commented.
- selcuka 5y agoTo be fair it's a huge undertaking to port any code of that size to 64 bits, be it fully commented or not. He probably remembers it vaguely and it might be a different function they had problems finding the exact location in the source code. I'm curious, didn't they just call you or Danny (I believe that's Danny Thorpe, who is currently working for Microsoft) for assistance?