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2D refers to two dimensional space where coordinates are represented with X and Y values.
1
vote
OpenGL 2D Rasterization Sub-Pixel Translations
To avoid the camera jerkiness, you should keep the floating-point coordinates camera, but clamp the OpenGL projection to the nearest pixel.
6
votes
Accepted
How to draw equal length line stripes on a parabola?
The derivative of the ball position is:
dx/dt = vx
dy/dt = vy + gravity * t
So the derivative of the parabola arc length s is, using Pythagora’s theorem:
ds/dt = sqrt(vx² + (vy + gravity * t)²)
…
0
votes
Algorithm that always returns the same pseudorandom output if given the same input of seed, ...
Why not a PRNG, actually? It looks like a simple and good tool to me.
Some pseudocode using srand/rand that you should be able to adapt to any other PRNG:
int shuffle(int seed, int x, int y)
{
i …
7
votes
Optimal sprite size for rotations
I think what you are trying to do is the 2D image space equivalent to double rounding. …
6
votes
Accepted
Physics/Logic behind self-bounce
If I was the ball, I think I would try to 1. maximise the surface of contact with the ground and 2. maximise the vertical compression so that the release will generate forces that are normal to the gr …
25
votes
a simple 2D rectangle collision algorithm that also determines which sides that the rectangl...
Adapted from my answer to "Which Side Was Hit?":
I suggest computing the Minkowski sum of B and A, which is a new rectangle, and checking where the centre of rectangle A lies relatively to that new r …
2
votes
Calculating the 2D edge normals of a triangle
Here is a method that works:
get a vector normal to the triangle, for instance p1p2 ^ p1p3
for each edge, take the result of its cross product with that vector
normalize
If your triangles are in a 2D …
2
votes
Why is my collision resolution failing on the corners?
Maybe this:
elif sides & LEFT:
Should actually be this:
if sides & LEFT:
Otherwise the left/right branches are never visited when there is a top/bottom collision.
The first part o …
3
votes
Accepted
Collision method for multiple circles
In this line:
double targetY = circle1.getLayoutX() + Math.sin(angle) * minDistance;
Certainly you meant getLayoutY.
As a side note, it is useless to compute angle = atan2(y,x) if the only thing y …
2
votes
Help finding time of collision
You are not using the right variable to perform the collision time calculation. distanceXin is the distance between the two objects’ centres, whereas what you actually want is the distance between the …
20
votes
Accepted
Sorting array of points in clockwise order
Your question is not precise enough. An array of points is only « clockwise » or « anti-clockwise » relative to a reference point. Otherwise, any array of three points can always be either CW or CCW. …
15
votes
Accepted
Fastest way to render lines with AA, varying thickness in DirectX
If you are going to render Y = f(X) graphs only, then I suggest trying the following method.
The curve data is passed as texture data, making it persistent, and allowing for partial updates through g …
8
votes
Accepted
Rotating a group of sprites - How to calculate origin
If you have three sprites (or if they have very specific relative positions, which almost never happens) there is a special point called the circumcentre which is at an equal distance of each sprite. …
2
votes
Isometric smooth fog
Here is a simple proposal: you could try modulate the fog intensity for each cell. Here is an example of applying a simple convolution filter:
float fog = 0.0;
for (int dj = -3; dj <= 3; dj++)
for (i …
1
vote
Accepted
Iterating 1D array and getting 2D tile position
One possible way is to split the integer into two values between 0 and 29 (this is done using integer division and modulus) then offset them by -15:
for (int n = 0; n < 30 * 30; ++n)
{
if (Array[ …