| bio | website | |
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| age | ||
| visits | member for | 1 year, 8 months |
| seen | May 17 at 12:18 | |
| stats | profile views | 10 |
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Apr 10 |
comment |
Problem of saturation of ram on XNA? Are you using C#? To me this looks like the garbage collector kicking in every once in a while. |
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Dec 3 |
comment |
What is instancing, and how can I update my graphics code to do it? OpenGl supports instancing from 3.0 (en.wikipedia.org/wiki/OpenGL). DirectX I think from version 9. |
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Dec 3 |
awarded | Teacher |
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Dec 3 |
answered | What is instancing, and how can I update my graphics code to do it? |
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Sep 4 |
awarded | Supporter |
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Sep 4 |
comment |
How to get the physics just right in a physics driven game The normal trick did fix most of the problems, thanks. Multiple collisions still occur in some occasions, but other than causing the sound effects to loop they have no effect. I guess I still need a timeout for sound and visual effects only. As for doing all the physics manually, I would love to, but I don't think it would fit in our time schedule. Again, thanks! |
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Sep 4 |
awarded | Scholar |
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Sep 4 |
accepted | How to get the physics just right in a physics driven game |
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Sep 2 |
revised |
How to get the physics just right in a physics driven game edited tags |
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Sep 2 |
comment |
How to get the physics just right in a physics driven game What part of the code are your particularly interested in? I think two JBullet call-backs are of interest here, the near-call back which is called when objects are close. And the handleCollision method. In the near call back near objects are ignored if the timer is too low. In the handleCollision the angle of reflection is set to the negative of the angle of incidence. |
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Sep 2 |
awarded | Student |
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Sep 2 |
asked | How to get the physics just right in a physics driven game |