1,666 reputation
417
bio website rioki.org
location
age
visits member for 3 years, 3 months
seen yesterday

Dec
11
awarded  Revival
Dec
9
awarded  Popular Question
Nov
28
comment Triangular Mesh Collision/ Resolution
If you want realistic collisions you need to implement fully functional rigid body physics, taking inertia into account. A good resource for this is Gaffer on Games' Game Physics If you want to fake it, you take the surface normal and push them apart (a's normal pushes b and b's normal pushes a). If you have multiple collisions you average the forces into one. P.S. I understood that you want to build a physics engine for educational purposes, that is why I wrote such a long post.
Nov
27
answered Triangular Mesh Collision/ Resolution
Nov
27
comment Bullet 3D Physics Objects Not Rotating?
OK this is just a hunch, but maybe your angular damping is too high. Also the friction may to to low. Imagine a ultra low friction ball with little mass, that may actually slide off a surface than roll of it.
Sep
19
awarded  Yearling
Sep
2
comment Fullscreen transition time
In addition, if the resolution is changed, the monitor may also take a while to do the actual switching. On my machine this is the major factor when it comes to switching from windowed to fullscreen with a non native resolution.
Sep
2
comment How many OpenGL programs should I use to render multiple objects?
In addition, in many cases you can get away with only one shader. The differences are only in the uniforms you pass to the shader, like, color, texture, normal maps, etc.
Aug
28
reviewed No Action Needed How to create sprites, programatically without using prefabs?
Aug
12
answered How can I generate isometric sprite sheets from 3D animations?
Aug
12
answered Algorithm for texture blending modification
Aug
12
answered Water silhouette shader using GLSL
Aug
10
comment What torque should I apply in Bullet to maintain a vertical orientation?
Interesting aproach, I did not think of computing it this way. How are you preventing overshooting the target?
Aug
8
awarded  Popular Question
Aug
8
comment What torque should I apply in Bullet to maintain a vertical orientation?
This is also under the assumption that Bullet's applyTorque still works like I remember. I have not used Bullet in a while and the documentation is sketchy.
Aug
8
comment What torque should I apply in Bullet to maintain a vertical orientation?
Sorry for the confusion, with inverse I mean only the "vector pointing in the opposite direction", which is a simple negative. Also for almost all my gaming needs a simple proportional controller does the job, but if you think you need a more complex PID controller, here is a nice paper (with code) I found: mbed.org/cookbook/PID
Aug
8
revised What torque should I apply in Bullet to maintain a vertical orientation?
Added code on what I meant with inverse and the control code.
Aug
5
answered What torque should I apply in Bullet to maintain a vertical orientation?
Aug
5
answered How do I deal with floating-point error given a far-away camera?
Jul
30
revised Render with multiple lights (one pass per light)
removes "hello, I'm new" and "thanks".