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Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
I discarded SAP before this issue arose. I'm doing this in JavaScript which makes the overhead for lists noticeable, also arrays can get unreliable when it comes to performance. Guess i'll have to reconsider things. Thanks, the algorithm does indeed solve the issue.
Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
@theJollySin i already described the solution you're giving, it's a hack, a special case, i'm looking for a general solution if there is one.
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
deleted 1 characters in body
Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
@Cystack I have CCD implemented. The situation you described is not an issue. The two objects are going straight at each other, the implementation i described is going to pick that up and solve it.
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
added 485 characters in body
Dec
20
revised Determining whether two fast moving objects should be submitted for a collision check
added 1 characters in body
Dec
20
asked Determining whether two fast moving objects should be submitted for a collision check
Dec
13
comment HTML5/JS - Choppy Game Loop
as for the game speeding up, it will because when you alt tab the timer is still going but the requestAnimationFrame is not called, this means that the next time requestAnimationFrame gets called the time delta is massive and your code is desperately trying to catch up, you have to account for that, but only after you understand and implement a good game loop
Dec
13
comment HTML5/JS - Choppy Game Loop
while i could spend an hour trying to figure out what your code does, the simple fact remains that it's just weird and illogical, here are articles on game loops koonsolo.com/news/dewitters-gameloop gafferongames.com/game-physics/fix-your-timestep
Dec
10
revised Why does CameraZ=0 result in no render?
added 1 characters in body
Dec
10
revised Why does CameraZ=0 result in no render?
added 798 characters in body
Dec
10
answered Why does CameraZ=0 result in no render?
Dec
5
revised SceneManagers as systems in entity system or as a core class used by a system?
added 40 characters in body
Dec
5
answered SceneManagers as systems in entity system or as a core class used by a system?
Dec
5
comment Black Screen: How to set Projection/View Matrix
why are you transposing the view and projection matrices in the first example? surely that's not right. also in the second example you don't seem to be actually storing the projection matrix.
Nov
24
comment How can I generate a view or projection matrix for OpenGL 3.+
@SeanMiddleditch it's going to work, just that when using OpenGL your depth buffer is going to get filled in the (0.5, 1) range instead of the (0, 1) range, because your perspective projection matrix mapped your z coordinate to the (0, 1) range like in DirectX, but OpenGL maps that as if z was in the (-1, 1) range. glDepthRange doesn't fix that, it works just like glViewport, it sets to what range the NDC coordinates get mapped, the NDC z range is still going to be (-1, 1) for OpenGL and (0, 1) for DirectX. Really, just read carefuly what the description of glDepthRange says, it's all there.
Nov
24
comment How can I generate a view or projection matrix for OpenGL 3.+
@SeanMiddleditch do you understand how glDepthRange works though? you started this by saying that the clip space is configurable and you point to the function, which is wrong. and now you're correctly saying that the DX matrix uses half the availible z-range from OpenGL. it's true, but you effectively cut your depth precision by half, which is completely unnecessary. stating such things is unconstructive, that's why i wrote what i did. also NDC is NOT the homogenous clip space, and what is the non-homogenous clip space exactly? i'm sorry but your understanding of this issue is lacking.
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@SeanMiddleditch glDepthRange() has nothing to do with clip space, what it does is set to what coordinates the (-1,1) NDC range is going to be mapped when the image is written to the buffer. Saying that glDepthRange() affects the clip space z range is like saying that glViewport() affects the x and y range, which it doesn't, obviously.
Nov
23
answered Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@SeanMiddleditch i've never heard of that, can you cite a source