@RydwolfPrograms Pikmin has solid collision for player-wall, object-wall, and object-object, but pseudo-elastic collision for player-object, which allows for some real shenanigans
Watch the first two in-game days (1:26 to 10:10) of this video for a more detailed explanation
honestly if you have an hour just watch the whole video, it's amazing
that reminds me of how there's this one house slightly down the road from where I am, and it's had its front fence crashed into 2 different times
the orange line indicates how a car should go
but the purple line indicates what happens when you're going around the bend too fast
red is the fence
(it's on the left hand side because that's how we drive here)
anyhow, the first time, it was obvious the people living there thought "oh well, we get a chance to make a nice looking fence"
because they replaced it with a fancy white picket (or however you spell it) style fence
but then it got crashed into again
this time, they've put largeish slabs of concrete behind the new fence to presumably limit damage/risk of crashing into the house of any further crashes
thanks Edge
my goofy ahh tried to put an edge tab into firefox
@RydwolfPrograms I'm assuming you mean "precise" or something? IEEE754 float operations are fully deterministic across pretty much every major language
I just edited this question to use a different formatting for the italic exclamation points in the title, because the MathJax ones don't render as italic for me... Is that ok?