Jump to content

  • Log In with Google      Sign In   
  • Create Account

Glatzemann

Member Since 24 Jun 2010
Offline Last Active Nov 26 2014 08:45 AM

Posts I've Made

In Topic: Boat physics engine?

25 July 2013 - 09:19 AM

Vector Unit used Bullet Physics to create Hydro Thunder Hurricane. There's a post mortem available at gamasutra: http://www.gamasutra.com/view/feature/6184/postmortem_vector_units_hydro_.php

Maybe you'll find something helpfull in there or in the Bullet forums.

In Topic: DirectXMath / DirectXCollision BoundingFrustum

07 May 2013 - 08:32 AM

I think I've solved the problem myself. The working one is the following:
using namespace DirectX;
BoundingFrustum tmp( XMLoadFloat4x4A(&proj) );
XMVECTOR det;
tmp.Transform(frustum, XMMatrixInverse( &det, XMLoadFloat4x4A(&view) ) );
I had to use the INVERSE view matrix for transformation...

In Topic: Signed Distance Field Direction

28 February 2012 - 08:11 AM

I've investigated this some more and found a very simple solution:
[
CODE]
double gradient_x = dist[x-1] - dist[x+1];
double gradient_y = dist[y-1] - dist[y+1];
[/CODE]

After normalizing the result it looks smooth and nice :-)

Thank you guys for your help.

In Topic: Signed Distance Field Direction

26 February 2012 - 03:54 PM

This sounds really interesting. I will try this tomorrow morning. Thank you very much.

How will this look with more than three points? I think the result will be better in some cases with more sample points, isn't it?

In Topic: [XNA] Question regarding to Collision Detection in 2D Platform Action Game

29 June 2010 - 09:39 PM

Try a google search for "Polygon Polygon Intersection". I'm sure you will find a lot of information about that topic.

Yes, there's a big difference in the two collision approaches: The BoundingRectangle intersection test is much cheaper because you have to do only some If-Statements. The Polygon intersection routine is much more complicated and needs much more cpu cycles but it is much more exact.

PARTNERS