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visits member for 1 year, 11 months
seen Aug 26 at 15:28

Jun
23
answered How to Calculate Velocity in a 2D space game
Jun
23
comment How to Calculate Velocity in a 2D space game
Yeah. Newton, he was amazing, that's why we celebrate his birthday every 25th of December!
Feb
12
revised pre-rendering light on texture based on bump map
added 423 characters in body
Feb
12
answered pre-rendering light on texture based on bump map
Sep
22
awarded  Yearling
Apr
10
comment Time of Day Lighting / Day Cycle
For the double logistic function I don't think it is possible...
Apr
10
comment Time of Day Lighting / Day Cycle
according to the wiki article: P(x) = 1 / ( 1 + e^-x). The fact that it seems to reach 0 at -6 and 1 at 6 is just coincidence, it is only approaching but never reaching 0 and 1
Apr
9
comment Why is 90° horz / 60° vert the default FPS Field of View?
Yes, of course it is. Do this us.123rf.com/400wm/400/400/ronstik/ronstik1112/ronstik111200016/… with your fingers and simulate a 20" screen in front of you (80cm away). Now imagine that is all you could see. As melak47 pointed out, that would be irritating. Move this simulated 20" screen/frame now 20cm away from your head and it should match roughly with your actual field of view.
Apr
9
answered Why is 90° horz / 60° vert the default FPS Field of View?
Apr
9
answered Java Slick2d collision feedback
Apr
9
awarded  Editor
Apr
9
revised Time of Day Lighting / Day Cycle
added 163 characters in body
Apr
9
answered Time of Day Lighting / Day Cycle
Apr
9
answered Raytracer texture mapping (to triangle mesh) leaving artifacts
Apr
7
comment Relative cam movement and momentum on arbitrary surface
I worked a little bit through your code and moved the slerp to the movement code: pastebin.com/F4rMAeft and pastebin.com/evCHMDpu . And I made the Camera to slerp its position as well. Thanks for the challenge :)
Apr
7
comment Relative cam movement and momentum on arbitrary surface
For me, the slerping of the character seems to work fine. Maybe you want to try a smaller slerping factor istead of 0.5?
Apr
6
answered How do I make multiple instances of an object?
Apr
6
answered Relative cam movement and momentum on arbitrary surface
Apr
5
answered Transformations are not correct using GLM and OpenGL
Apr
5
comment Transformations are not correct using GLM and OpenGL
I don't know anything about glm but why do you multiply at this point? model *= glm::rotate(model, angle, glm::vec3(1.0f, 1.0f, 1.0f)); Somehow I would expect this: model = glm::rotate(model, angle, glm::vec3(1.0f, 1.0f, 1.0f));