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Dec
24
comment How to avoid cost comparison each and every frame?
This site is about real world problems that game developers have. You should really accept to ignore the problem, or you’ll just be getting overengineered answers that are not helpful to anyone else.
Dec
18
comment Distance between two lines (textbook answer vs practical application)
can the downvoter please explain what was not clear in my answer, maybe?
Dec
18
answered Distance between two lines (textbook answer vs practical application)
Nov
2
comment How can I compute the common points when spheres intersect?
@wrangler they are just temporary variable names, to make the whole thing slightly more readable. They do not mean anything in particular.
Oct
24
comment How do I efficiently check if a point is inside a rotated rectangle?
Do you have many points, or do you have many rectangles? That’s the first question you should ask yourself before you try to optimise such a small task.
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