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Feb
14
answered Rotating an object with quaternion
Feb
14
answered Affine transformation: rotate a plane parallel to another plane
Feb
7
awarded  Enlightened
Feb
7
awarded  Nice Answer
Jan
11
revised Rotate can I rotate an object to a target angle using Euler Angles?
edited tags
Jan
6
reviewed Close Deforming meshes in OpenGL
Jan
6
answered Scaling world - projection, view or separate matrix?
Jan
5
comment How is this particular HLSL condition treated with respect to compile- or run-time evaluation?
This is only half right. Uniform variables obviously don’t need to be known at compile time. However, when their value is set by a technique, then the multiple compilation you describe will happen.
Jan
3
awarded  Nice Answer
Dec
24
comment 2D AABB vs AABB side of collision and collision depth
The answer to the first question can be found here: gamedev.stackexchange.com/a/24091/5864 again using Minkowski sums. I’m afraid I don’t really understand your second question, since the collision depth does not really depend on the shape of the objects. Maybe a drawing would help clarifying.
Dec
24
revised Hexagon collision detection for fast moving objects?
tweak tags
Dec
24
comment 2D AABB vs AABB side of collision and collision depth
I think this post will answer most of your questions: gamedev.stackexchange.com/a/55991/5864
Dec
21
comment Is this a viable architecture for lag compensation?
Bear in mind that the clients must only get partial updates from the server. No client should have knowledge of the other players’ actions, only of their visible results.
Dec
20
answered Help finding time of collision
Dec
19
comment Collision detection between triangle and polygon
You probably want the separation algorithm, but are you aware that most games use simple hitboxes rather than complex polygon collision detection?
Nov
26
answered DirectX Quaternion SLERP Wrong Answer?
Oct
30
revised Why is Euler integration sometimes preferred over RK4 even if RK4 is more accurate?
edited title
Oct
28
awarded  Nice Answer
Oct
26
comment Hexagon collision detection for fast moving objects?
@LuisAlves yes and no… all the logic works, but you’ll have to replace vB-vA with g(t)-f(t) where f and g are A and B’s positions over time. Since this is no longer a straight line, you’ll have to solve a box — parametric curve intersection problem.
Oct
25
comment How do I calculate distance from a point to a rectangle?
@BitNinja yes, that’s what the question assumes. If it’s not axis-aligned, the fastest/simplest algorithm will depend on how the rectangle information is stored.