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Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
Just do it if you already have the orientation as a vector available as an approach to the result. If you already have the results as angles, you should be finding the smallest angle between them, multiplying by alpha and adding it back to the startAngle.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
-1. This answer is far from optimal in most cases. What if you're interpolating between and 180°? In vector form: [1, 0] and [-1, 0]. Interpolating vectors will give you either , 180°, or a divide by 0 error, in case of t=0.5.
Jul
23
accepted Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?
Jul
23
answered Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?
Jul
23
revised What is the difference between an impulse and a force related to a physics engine?
better explanation of where the formulas come from.
Jul
13
asked Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?
Jun
29
comment LibGDX input y-axis flipped
Tip: in case you don't use the default camera and is passing the viewport size of your own, then check the method Camera.unproject(Vector3)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
I've also seen some behavior on GL ES, which uniforms you don't use on the code will be striped out as if they didn't ever exist so if you try to set them from the API, you'll receive an error stating that uniform don't exist. That happens a lot when you comment certain lines to debug your program but then a uniform stop being referenced and thus, stop to exist. I haven't seen this behavior on desktop GL.
Jun
7
revised 2D Gaming Libraries/ Frameworks/ Engines for Android
added a PSA
Jun
4
comment Libgdx array of Vector2 closest point
??? Are you sure it was me?
Jun
4
comment Resultant Vector Of Circle Line Collision
Get the perpendicular vector of the line direction, mirror the ball velocity to that vector you found. Done! EDIT: in your images, the perpendicular vector of the line direction is U. Q is the mirrored vector of V upon U.
Jun
4
revised Libgdx array of Vector2 closest point
better code, better formating
Jun
4
comment WebGL half float equivelant?
Makes sense! Good luck :)
Jun
3
comment Libgdx array of Vector2 closest point
I told you, don't take it as a bash. Its not your fault, and I've been there and I've done that. It's not a math problem anyway, shortest distance is still a predicate and selecting is still a search on an array, so it's a basic CS problem. If you choose to hear me or not, that's another matter.
Jun
3
comment Can we create same name class for different objects in unity?
It seems you should try learn the basics of C# (or whatever language you're using for Unity) first. This is a basic question of scope, classes and objects.
Jun
3
comment Using of opengl buffers
Why would you create a array buffer, link it to the vbo and but not link it to a shader input in the first place? AFAIK all is bound to the shader nonetheless. If you don't explicitly point the shader variable name, then it will link by order of declaring (1st var, 2nd var, 3rd var...)
Jun
3
answered WebGL half float equivelant?
Jun
3
comment Libgdx array of Vector2 closest point
Take this as a tip, and not as a bash: Try thinking deeply when trying to accomplish something in programming. You have just tried to search for an algorithm and a specialised function of the engine just for a simple search in an simple array. However, you may find it hard at the start of your programming quest to get all that, but that's fine. But I'm pretty sure next time you see "I have an array" "I want to select one of the items of that array" "Based on <?> condition", you'll know what to do.
Jun
3
answered Getting position of finger along a screen
Jun
3
reviewed Approve Getting position of finger along a screen