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Member Since 02 Apr 2008
Offline Last Active Today, 12:32 PM

Topics I've Started

Latex trouble

03 January 2015 - 04:06 AM

Hello folks,


I'm expanding my recently published article on damped springs and have run into a bit of latex formatting trouble that I hope you might help me with. In the top of the article I'd like to add a two-column list of symbols used in the article followed by a definition in plane text, ie. four columns with different spacing. I've read a bit about latex formatting elsewhere and made a few experiments, but it seems like not all keywords are allowed. The definition guide is implemented in the downloadable version of the article.


Thanks in advance! :-)


Cheers & Happy new year,


Setting up GLFW3 in Code::Blocks (windows)?

21 December 2013 - 02:54 AM

Hello folks,


I'm hoping someone here might know how to link to the new glfw 3 in code blocks? I have worked with earlier versions of glfw and code blocks for years without much trouble, so I didn't expect having to ask for help on this one.


When trying to compile a program, I get a series of "undefined reference to..." errors, indicating that it's a linker problem.


I am using the Code::Blocks 12.11 mingw setup available here ( http://www.codeblocks.org/downloads/26 ) and the GLFW 3.0.3 64-bit binaries available here ( http://www.glfw.org/download.html ). I'm running a fresh windows 7 64-bit install.


This is what I did:


The two header files went into CodeBlocks/MinGW/include/GLFW

The two lib files went into CodeBlocks/MinGW/lib

The dll file went into Windows/System32 


As for linking to the library I have tried a lot of different setups without any hint of success. The setup I have used for glfw2 does not work.


Does anyone else experience this kind of problem? Am I missing something obvious? Any advice or guidance is welcome!


Cheers & merry christmas,




Cubic splines

06 June 2011 - 01:14 PM


Lately, I've been studying cubic splines in order to be able to make my 2d polygon graphics look more rounded and "organic". I've implemented both Catmull-Rom and Hermite cubic splines successfully, but I'm having trouble understanding something from the wikipedia article. In the article topic "Interpolating a data set", several methods for choosing a tangent vector is described: finite difference, cardinal spline and catmull-rom spline. A data set (Pk, tk) for k = 1, ..n can be used to find a tangent, mk for each control point. The trouble is, that both tk and mk are described as tangents, and the article isn't clear about the difference between them, except thart you need to know the value of tk to calculate mk. Could someone please explain what tk represents in the data set (Pk, tk)? The only thing I can think of, is that tk might be an arbitrarily chosen tangent vector set by the user. I've implemented the tangent equations as I assumed they were supposed to, but they return garbage.


Looking for articles on object - spline collision

30 May 2011 - 04:47 AM

Hello there,

I'm looking for articles or tutorials explaining how to do spline - particle collision detection in 2d. I'm interested in topics like how to find the closest point on a spline relative to a given point, and how to find the tangent and normal vectors for any given point on a spline. I'm mainly concerned with Catmull-Rom splines and cubic Hermite splines. I'm still struggling with the math behind them, but I've managed to setup a simple particle - polynomial collision system, and I hope to work my way up from there, since splines are a form of polynomials too. Please let me know about any good resource covering these topics.


Deformable body using shape matching algorithm

14 August 2010 - 02:44 AM

Hello everyone,

I just read the article "Meshless Deformations Based on Shape Matching" by Matthias Mueller et al.


It describes a unconditionally stable 3d soft body implementation that drags the particles defining the body surface towards their rest positions on a rigid shape. The angle and position of this virtual rigid body is defined by the position of the particles. Unfortunately the method used to find the angle is described very briefly, and I'm having trouble understanding how it works.

I'm hoping that someone here may find the time to provide an explanation in terms of classical mechanincs, ie. force vectors, torque, mass, moment of inertia ect. I'll be implementing this in 2d only, which should simplify things a bit.