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Apr
5
awarded  Popular Question
Apr
2
accepted RK4 integration and Continuous Collision Detection
Mar
31
comment Camera not strafing (GLSL)
@TM3P I was talking to sarahm, his comment is incorrect, i have no idea why it has 2 upvotes. It applies to your situation because that's how your matrices are constructed, but it's not a rule. It's alright if you don't understand this at all, but he should if he's commenting on it. BTW, if you'd like to learn linear algebra in a very accessible manner, try Game Engine Architecture by Jason Gregory, the information is presented in a VERY accessible manner and it's by a game developer for game developers.
Mar
30
comment Camera not strafing (GLSL)
@sarahm No it doesn't, GLSL will use what ever multiplication is appropriate for the notation. If you'll write vector * matrix, then the vector will be treated as a row vector, if you'll write matrix * vector then the vector will be treated as a column vector. I do all my 3D calculations using row vectors, because it's more natural to write it like that for me. It's up to you to set up your matrices for row or column multiplication, OpenGL doesn't care.
Mar
30
answered Camera not strafing (GLSL)
Mar
29
revised Techniques for incorporating physics engines like Box2D into a Component-based Entity System
added 83 characters in body; edited tags
Mar
29
asked Techniques for incorporating physics engines like Box2D into a Component-based Entity System
Mar
11
comment Friction due to gravity in an impulse based physics engine
@SteveH yeah dude, if you added a reference i'd be very happy to accept that as the answer
Feb
21
comment Resolving a collision with forces
Your model for resting contacts is odd. Resting contacts aren't just for gravity, they should work for any force. The easiest way that works is to just remove the velocity gained due to acceleration in the previous frame upon contact. Also for small velocities you can remove restitution completely, though your calculations don't account for restitution. This approach works for all forces, it's easy to implement and looks good enough.
Feb
20
revised Why doesn't glBindVertexArray work in this case?
deleted 112 characters in body
Feb
20
revised Why doesn't glBindVertexArray work in this case?
added 19 characters in body
Feb
20
answered Why doesn't glBindVertexArray work in this case?
Feb
3
comment Resolving a collision with forces
@TravisG Oh, alright i see the issue.
Feb
3
comment Resolving a collision with forces
Personally, i'd suggest picking up a book on physics engines, at least read the first few chapters on Newtonian physics. Your assumptions are incorrect and trying to reply to this question would mean having to teach you basics of physics while trying to explain high level algorithms for solving collisions.
Feb
3
comment Resolving a collision with forces
Force does not equal acceleration, first of all. You need mass to calculate acceleration. If you're modifying positions to stop the two bodies from penetrating, you should use mass as well and move both bodies based on it. Applying a force equal to the penetration vector has no merit. Box2D is impulse based, it works on velocities directly, it may not be "correct", but it's good enough. Dealing with velocity changes in an impulse based engine is very simple, so could you specify if you definitively want a force based solution, or is the much simpler impulse based solution good enough.
Jan
28
comment 8-bit Game: To pre-scale images, or post scale my Cocos2d scene. Which is the better approach?
@smokris That's a good point, the answer would probably benefit if you included that in it.
Jan
27
comment How a “view” is handled in an Entity-Component based model?
@Yannbane No, sorry.
Jan
27
comment How a “view” is handled in an Entity-Component based model?
This question probably can't be answered in a reasonable manner, TBH. There's no point in comparing MVC and CBES, they're trying to achieve different goals using different means. Just read the T=Machine articles with a clear mind and forget about your background.
Jan
27
comment How do I calculate how an object will move from one point to another?
@jimmis98 If you subtract vector A from vector B, you get a new vector that's "going" from tip of A to the tip of B. It works for points just as well, because points and vectors are represented in the same way, where the tail is always the origin and the tip is represented by a point. It's indeed the best way to tackle the issue, the angle approach is unnecessarily convoluted and much more expensive. If you want to represent this with an equation, then if A + C = B, then B - A = C. Where A and B are your points/vectors and C is a vector "going" from A to B.
Jan
26
comment Slow Firefox Javascript Canvas Performance?
What's your performance on IE 9? Firefox has been notoriously slow for me too, while Chrome and IE are doing just fine.