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Oct
21
comment Get all points of a parabola
In all honesty I think there’s a mistake somewhere in your code, because I’m pretty sure about the maths. To render the graphs I used Gnuplot with the following commands: paste.debian.net/317369
Oct
18
comment Get all points of a parabola
Double check your code. sqrt() should return 0.912870929175277, not 0.92582009…
Oct
18
comment Get all points of a parabola
Ah, but then Cy is smaller than Ay and By, so it’s no longer a “jump” above an object. If your Y axis goes downwards, you’ll need to use k = -sqrt(…) instead of k = sqrt(…). Also, check your code, because with the formulas above you should get k=0.912870929175277.
Oct
17
comment Get all points of a parabola
Please be more specific. Give the values for Ax, Ay, Bx, By, C.y, and what you get for k, u and v. Otherwise it’ll be difficult to tell what’s wrong.
Oct
16
answered Get all points of a parabola
Oct
14
revised How to choose and scale heuristics for A-star on a graph?
fix keyword in title
Oct
2
awarded  Nice Answer
Oct
1
answered SDL_LoadBMP into glTexImage2D results in scewed colors
Sep
4
comment What happens if I make more than $100k with the free Unity license?
I'm voting to close this question as off-topic because you’d better ask a Unity salesperson directly.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel having checked the code again, it’s actually extremely safe and works exactly as it should even in the corner case you describe.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel that’s not “most cases”, that’s one very specific corner case that just never happens in practice. Also, there is no division by zero, check the code.
Jul
20
comment Why is the drag force multiplied by the inverse normalised velocity vector?
But you can’t do it component-wise; this is only valid for linear operations, and the in the drag formula makes it non-linear. Just compare the results you get with v = [1 0 0] and with [0.8 0.6 0]. Both these vector have unit length, but your method will give you 30% less drag with the second vector.
Jul
18
answered Why is the drag force multiplied by the inverse normalised velocity vector?
Jul
15
awarded  Nice Answer
Jul
15
awarded  Enlightened
Jul
15
awarded  Nice Answer
Jul
9
answered Why do we need a fourth coordinate to divide by z?
Jul
7
comment Correct way to integrate scaled axis angular velocity into a quaternion
“Both approaches produce a rotation” really? The second method does not produce a unit quaternion in general, but since you say it’s from a reputable source there must be a lot of missing information in your question.
Jun
15
comment Transform Matrix multiplication order
The confusion comes from the fact that you are talking about local transformations (where the frame remains linked to the object), whereas the transformations described here happen in world space (where there is only one fixed reference frame, the world). Conceptually, your way of seeing things is valid, and it is equivalent to applying transformations in reverse order.
Jun
10
awarded  Nice Answer