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seen Jan 11 at 4:39

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Jan
8
awarded  Yearling
Dec
26
awarded  Notable Question
Dec
23
awarded  Popular Question
Nov
25
revised Best 3D Physics Engine to use with Ogre
deleted 5 characters in body
Jul
9
awarded  Popular Question
Jun
23
revised Wavefront *.obj loader in C++
edited body
Jun
11
awarded  Caucus
Jan
17
awarded  Notable Question
Jan
8
awarded  Yearling
Sep
3
awarded  Popular Question
Sep
1
comment Explaining Asteroids Movement code
@fnord or you could just map 25% of the distribution to each direction; and save yourself the extra randFloat(). Save yourself another randFloat() by simply clamping random coordinates to the nearest edge.
Jul
19
comment Freeglut vs SDL vs GLFW
Yeah, its a poll. My vote is GLFW, simple, easy, never had any issues that weren't resolved. It is super light weight and easy to compile as well.
Jul
1
comment Finding if a point is inside of a mesh (Point-in-polyhedron)
Assuming a closed mesh, check the point is overlapping the half planes defined by the surface normals of all faces. A Google search may show a less than O(n^2) algorithm though.
Jul
1
comment AABB Sweeping, algorithm to solve “stacking box” problem
@Ivo Wetzel, and what the next time step, after the first box is resolved. You should get a reactive second box then with dt*v penetration depth into the first box.
Jul
1
comment AABB Sweeping, algorithm to solve “stacking box” problem
If it is using relative velocity, why is the difference not 5 when the first box hits (and halts) on the platform?
Jun
23
comment Elliptical orbit modeling
woo. yeaaaah. D. Unit test that math code against known results; and all will be well.
Jun
16
awarded  Popular Question
Jun
15
comment Is the STL efficient enough for mobile devices?
The real question is, can you write better? You're better off understanding the STL; and in the cases where it doesn't do what you want, implementing the behaviour you so require.
Jun
13
comment New to creating AI - where to start?
if statements. lots of them.
Apr
27
comment An odd performance problem rendering a simple scene (less than 14k vertices) in OpenGL using two vbos with LWJGL
As was suggested Byte56, I suspect you were just thrashing the bandwidth to your GPU. From the sounds of it you were uploading as fast as possible, so no wonder it was 100%. You can do this with many things, not just buffers.