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Dec
13
awarded  Enlightened
Dec
13
awarded  Nice Answer
Dec
12
comment 3d collision detection on non flat surface
Does the course on the jump involve any actual jumping (before the end) or hopping? I agree with @JonathanDickinson, your collision primitives should be two wheels (or cylinders) at the front and at the back of the skis, and when both wheels are touching the ground and where the jump has negative curvature (it is possible that it hasn’t at the very beginning I guess?) you should project the skis to the ground because the skier’s weight and the fictitious centrifugal force do exactly that in real life!
Dec
12
comment How to create adjustable formula for RPG level up requirements?
That was… nice. Thank you sir.
Dec
12
revised How to create adjustable formula for RPG level up requirements?
minor changes in wording
Dec
12
answered How do you calculate the nearest point on 2 curves?
Dec
12
comment How do you calculate if 2 lines are facing toward or away?
@JonathanDickinson thanks, I updated the image to make it slightly clearer what my interrogation is!
Dec
12
revised How do you calculate if 2 lines are facing toward or away?
update picture
Dec
12
revised How do you calculate if 2 lines are facing toward or away?
Problem :-(
Dec
12
comment Simple speed deceleration with variable time step?
I'm fine with it. That's why it's community wiki :)
Dec
12
revised How do you calculate if 2 lines are facing toward or away?
correct a typo in the code, and explain why we multiply z1 and z2
Dec
12
comment Simple speed deceleration with variable time step?
Really, the difference is not insignificant. Check again with 0.55 instead of 0.95, for instance.
Dec
12
answered Simple speed deceleration with variable time step?
Dec
12
answered How do you calculate if 2 lines are facing toward or away?
Dec
12
comment How do you calculate if 2 lines are facing toward or away?
You should split your question in two. The part with line segments is very easy. The part with bezier curves is extremely complex and only has an approximate numerical solution.
Dec
12
comment How do you calculate the nearest point on 2 curves?
I believe this question is a good start.
Dec
12
comment Chessboard colors with VBO
I would only render one large quad, with four vertices and four texture coordinates (0,1) (0,0) (1,0) and (1,1) passed as varyings to the fragment shader. Then in the fragment shader I would compute vec2 tmp = step(0.125, mod(texcoord.st, 0.25)) and float moo = mod(tmp.x + tmp.y, 2.0). The value moo is then 0 or 1 depending on whether you need to render a black or a white pixel, so in the end gl_FragColor = vec4(moo, moo, moo, 1.0). If I'm correct, that's all you need.
Dec
12
comment Chessboard colors with VBO
Also, it is a real waste to send two VBOs. Just send the 81 vertices once and for all, and play with the index buffer to select which ones to draw in each call.
Dec
12
comment Chessboard colors with VBO
You need 79 vertices to display the 32 black squares or the 32 white squares of a chessboard: 4 vertices for each of the 32 quads = 128, minus 7×7 = 49 for each vertex that belongs diagonally to two quads, equals 79.
Dec
12
comment Chessboard colors with VBO
Are you going to use a fragment shader for the rendering later on?