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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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201
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 …
whitwhoa's user avatar
  • 201