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Vanderry

Member Since 23 Jul 2009
Offline Last Active Feb 27 2015 10:37 AM

Posts I've Made

In Topic: Data oriented design

23 February 2015 - 03:53 PM

Hello Randy! I simplified one behemoth of a structure for the purpose of this post. In reality it is part of a quite elaborate (and mostly finished) project that I got some critique for when I passed a code sample to a potential employer. I suppose it might be a good start to unite objects contained in vectors and apply the changes step by step, not necessarily going "all the way".


In Topic: Variable id mapping

13 February 2015 - 03:00 PM

Thank you both! I had not considered either of the alternatives. I am not overly familiar with Boost, but it seems to have a trick for most problems imaginable. The stringstream solution is super elegant so I think I will explore that first. Again, much obliged :)


In Topic: Matrix decomposition

30 January 2015 - 10:08 AM

Fantastic! I'm currently using SRT-transformed mesh hierarchies in a game, and this should help me extract the information needed to form matching collision volumes. You have my gratitude :)


In Topic: Matrix decomposition

30 January 2015 - 09:27 AM

Thanks haegarr! That is a beautifully comprehensive explanation. So I gather that in order for an inverse transformation to have a directly inverse effect, it had best be applied right next to the original transformation, on either side like R-1 * R * S * T or S * T * R * R-1?

 

 

 

As long as you don't want to interpret it w.r.t. extra-ordinary rotation center and/or scale axes and center, this means to have the equivalence

 

I am just a bit unclear about this part. Is the transformation application order important for this decomposition method to work?


In Topic: Indexing multiple VBOs

05 January 2014 - 04:48 PM

Thank you guys for the clarification. It seemed strangely difficult to find a clear answer elsewhere, but this makes me confident to continue my research. Saludos !


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