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C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.
0
votes
Rotating an object to face the same direction as another object
Was able to resolve this using glm's lookat method. The process was to take the hitpoint from my raycast, then create a second point by adding the product of the normal and a distance vector to the or …
0
votes
Accepted
Bullet Physics DebugDraw Unexpected Results
Issue wound up being something simple as expected. I was using the incorrect value for the stride parameter in the glVertexAttribPointer function
This:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE …
2
votes
1
answer
257
views
Smoothing multiple combined vector translations
I am currently working on my arm/weapon rig for an fps game written in a custom engine. I am to the point where I am implementing the movement of the arms/weapon (hereby referred to as weapon), for ex …
1
vote
2
answers
2k
views
Rotating an object to face the same direction as another object
Feel like I should know this, maybe I'm just over thinking it. What I'm attempting to do is create a bullet hole plane/texture object on top of an existing mesh when a ray cast returns a hit point. I …
0
votes
1
answer
379
views
Bullet Physics DebugDraw Unexpected Results
I'm integrating Bullet Physics into my project for collision detection and have just gotten some debug draw functionality to work. However, the results are not what I'm expecting. I have tried to draw …
2
votes
1
answer
255
views
What's causing this stutter when framerate fluctuates?
I'm working on a class responsible for arm sway in an fps engine, and am having an issue with a stutter that appears to be related to fluctuating framerate. However I have also noticed it when locking …
1
vote
1
answer
315
views
Find angle (slope) of collision plane?
I have implemented a collision and response system based on the famous "Improved Collision detection and Response" paper. However I'm having an issue with objects sliding backwards on slopes. I believ …
4
votes
1
answer
704
views
Fixed Timestep with Interpolation | Blurry & Choppy
I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying …