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Jul
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awarded  Necromancer
Jul
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awarded  Nice Answer
Mar
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awarded  Enlightened
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awarded  Nice Answer
Feb
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awarded  Yearling
Jan
22
comment How to render metaballs?
@Pharap Mea culpa; I'll try and revise the example - what I was trying to get at was that it was like trying to get all of the British Isles, but only getting England itself because that's where you started. A slightly less complicated case might make things easier to grok. :/
Jan
22
comment How to render metaballs?
@Pharap That was exactly my point - if you're trying to get the coastline of all of the British Isles, then starting in e.g. Brighton and 'walking' the coast will miss an awful lot of it. If you didn't know that there was another island you'd have no idea that you weren't done.
Oct
4
comment Why do these quaterion multiplications produce different results?
Matt: agreed; sadly, I know my quaternions in the abstract, but not in this specific implementation.
Oct
3
comment Why do these quaterion multiplications produce different results?
To be more specific, this isn't about the multiplication of quaternions, but the action of quaternions on a vector. It's very possible that glm treats q*v as either (vq) or even (q^-1vq) - that is, that it applies its action on the other side. In these cases, it's easy to see why q1*(q2*v) = v(q2q1) would be different from (q1*q2)*v = v(q1q2).
Sep
24
awarded  Autobiographer
Sep
17
comment What version of Marching Cubes bring “ambiguities”
A very simple way to see how ambiguity can arise is to go down a dimension and look at 'Marching Squares'. In that case, a square with two positive vertices (diagonally opposite) and two negative vertices (also diagonally opposite) can clearly be contoured in two ways: we can either connect the edges such that the two negative nodes are part of the same region, or such that the two positive nodes are. A priori (i.e., without analytical or topological information), there's no reason to prefer one over the other.
Aug
27
comment Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?
The comment about linear interpolation of rotation matrices doing a worse job than quaternion interpolation is very relevant, though (and as previously noted, gimbal lock is specifically a property of Euler angles, not of rotation matrices) - particularly in that it's much tougher to normalize a matrix back to being orthogonal than to normalize a quaternion.
Jun
25
awarded  Pundit
Jun
17
comment How do I make A* agents avoid other agents?
This exactly - there seems to be a very common perception that pathfinding means A*, and that's just not so.
May
29
comment Forcing Non-Pitch Preserving Audio in HTML5, Construct 2
If space is at a substantial premium then you may want to look at whether you'd be able to go with a shorter snippet of music, but I definitely do back this approach too - relying on playback speed to do your pitch control for (essentially) tension-building runs the risk of degrading the quality of your overall audio experience. Your game will just sound better if you can manually craft multiple versions of your music for the different speeds you need.
May
29
comment Forcing Non-Pitch Preserving Audio in HTML5, Construct 2
Not enough data here to be a proper answer, but my best guess is that you're going to have to pick some subset of browsers that you choose to support, confirm that each of them has some form of pitch control (both Mozilla and Chrome, for instance, have extensions that seem at first glance to support this; I haven't checked on at Safari yet), and then build your own polyfill - it's most likely that you won't be able to use Construct 2 for this particular part of your game. One of the hazards of riding the 'bleeding edge'... (which audio shouldn't be, but that's a separate rant!)
May
21
comment Extrapolation breaks collision detection
Well, I'll say 'just because you can find code for something doesn't make it a best practice'. :-) In this case, though, I suspect that the page you've linked to uses the interpolation value to figure out where to display its objects, but it doesn't actually update the object positions with them; you can do that too, just by having a draw-specific position that's calculated every frame, but keeping that position separate from the object's actual 'physical' position.
May
21
comment Extrapolation breaks collision detection
This will take some digesting to fully understand ('interpolation' has seemingly a dozen different meanings and it's not wholly clear on first glance just what you mean by it here), but my first instinct is 'you should not be doing anything to affect your object's position in your rendering routine'. Your renderer should draw your object at the object's given position, and manipulating the object there is a recipe for trouble, since it inherently couples the renderer to the game's physics. In an ideal world, your renderer should be able to take const pointers to game objects.
May
19
answered How do I find the intersection of a ray and a cylinder?
May
19
comment How do I find the intersection of a ray and a cylinder?
If your cylinders are coins, then it sounds like you're mostly interested in clamped cylinders, and particularly the endcaps - is that a fair characterization?