| bio | website | |
|---|---|---|
| location | Bellevue, WA | |
| age | 38 | |
| visits | member for | 5 months |
| seen | Apr 1 at 21:49 | |
| stats | profile views | 4 |
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Dec 9 |
comment |
Vector vs Scalar velocity? If you are moving at X=10, Y=15 then you are moving in the direction [10,15] = [2,3], not [1,1]. I'm not sure what you mean by this not being the direction you want to move in. |
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Dec 3 |
comment |
How to rotate to a target position over time You also may want to look up using quaternions to represent and interpolate between rotations. A starting point: en.wikipedia.org/wiki/… |
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Dec 3 |
answered | How to rotate to a target position over time |
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Dec 3 |
comment |
add collision detection to sprite? That's because you're not doing anything to make it stop colliding, so it'll print it again every time you call update. |
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Dec 2 |
answered | add collision detection to sprite? |
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Dec 1 |
awarded | Scholar |
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Dec 1 |
accepted | Mapping dynamic buffers in Direct3D11 in Windows Store apps |
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Nov 30 |
comment |
Separate collision mesh model? It's wasteful to try to collide with the entire array every pass if it has many more than 1 BoundingPrimitive. An optimization would be to enclose the mess of them in a single BoundingSphere or BoundingBox to collide with first, and then do the detailed collision detection only if the rough passes. This is a pretty common collision detection optimization. |
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Nov 29 |
awarded | Supporter |
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Nov 29 |
awarded | Self-Learner |
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Nov 29 |
awarded | Student |
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Nov 29 |
awarded | Teacher |
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Nov 29 |
comment |
Mapping dynamic buffers in Direct3D11 in Windows Store apps Thanks, that pointed out the error immediately. I had read about the debug layer, then forgot about it. Won't again. |
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Nov 29 |
answered | Mapping dynamic buffers in Direct3D11 in Windows Store apps |
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Nov 29 |
asked | Mapping dynamic buffers in Direct3D11 in Windows Store apps |