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Richard Goodrum

Member Since 11 Jan 2012
Offline Last Active Nov 30 2013 09:28 AM

Topics I've Started

Creating a hud/gui with GLSL

22 March 2012 - 07:00 PM

Hi, I am creating a game for my university project and now I am coming round to creating a hud, but I don't know how I should go about doing it with glsl. Can anyone help please?

Maintaining speed with touch path

13 March 2012 - 11:09 AM

I'm currently making a game similar to the airport controller games already available but I'm having a bit of difficulty keeping the same speed with a path. When the plane is initialised, it is given a velX and velY value that changes the position of the plane, but when the user touches the plane, a vector of points is created that set the position of the plane. My question is, how can I keep the plane moving at the same speed as it was set, instead of just moving from point to point at whatever speed the path is created?

AABB transforming

14 February 2012 - 09:52 AM

Hi I've managed to implement a bounding box using Assimp and opengl by finding the smallest and highest x,y,z position, and these are shown correctly. However, I have attempted to update the boxes by finding all corners and multiplying it by the object's transformation matrix, and then finding the minimum and maximum x, y, z values of these corners. But when I try this I get really small values that are too small to be detected for collisions. I have checked the multiplication of the vector and the matrix but everything seems okay, is there something I'm missing?

Ray collision help?

08 February 2012 - 12:01 PM

Hi I'm creating a game using OpenGL and c++ for my final year project and I've got a quick question about using rays for collisions. I understand the theory behind it but I'm having an issue implementing it. I'm loading my models using Assimp and I'm trying to create a bounding box around the models so that I can check for a ray-box intersection, but when the transformations are applied during rendering, the box does not move with the model. I have created my own vertex and fragment shaders that draws the models. What approach is best for situation? Should I find a way to also move the bounding box, or is there another method to help with this? I considered using a frame buffer object from the point of view of the ray but I think this is overcomplicating things. I'm using rays as the game is a first person sniping game, and bullets would move too fast to find the box intersections.

Transform feedback particle problem

11 January 2012 - 02:55 PM

Hi, I've created a program that creates a particle system and it works perfectly on the computers at university, but when I run the program at home, the particles do not draw. Does anyone know the issue? If it helps, my graphics card is an ATI Radeon HD 5450, thanks.