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Old 07-12-2006, 11:01 PM   #4
minglw
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Join Date: Mar 2005

Posts: 6
Originally posted by Jim Sachs:
The tank is slightly bigger than the screen for two reasons:

1. If more than one fish were to crowd against the edge of the tank, there would be nowhere for the fish to go, greatly increasing the chance of a dreaded "pass-through". The fish can go off the edge, turn around, and re-emerge when the space is clear. The fish also can use this area to pass from the front of the tank to the back and vice-versa.

2. If I allowed the edges of the tanks to show, I would have to put in reflections of the fish as they approach it. This would greatly increase the complexity of the program, and reduce the frame rate.  

Jim, thanks for the explanation!

For 1, is it true that when proper edge-detection/collision is implemented, this "pass-thru" problem would be solved ?

I can understand all the extra work (and complexity) of implementing reflections.

I guess it's my problem of seeing the view as a "fish tank". Not sure where I get this idea, but that's how I see it since day 1.
It's correct if I see it as a fixed-view of an underwater scene with some fish swimming around. ;-)
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