Maxime Tournier

Results 5 comments of Maxime Tournier

The natural order is translation/rotation/scaling. That being said, specifying such transformations inside Components is a bad idea as this complicates and duplicates the code. They really should be performed using...

This is how `Rigid` behaves, so I would agree. But really, coordinate transformations should go in Engines/Mappings where they can be performed in any order depending on what the user...

FWIW at Anatoscope we've been using exceptions for quite a while now, and we generally `std::throw_with_nested` to provide additional context as exceptions bubble up (this is handy when pulling on...

I had a look at the existing code to see how it works (thanks a lot for your work btw), but I don't quite understand why does `ray_intersect` read the...

> I think I remember something about the support for reading from the depth buffer was not super great on web IIRC that was the case under WebGL1 without the...