Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!

Martin Perry

Member Since 23 Feb 2012
Offline Last Active Yesterday, 01:06 PM

Posts I've Made

In Topic: Drag object with mouse - lock axis

01 January 2015 - 07:50 AM


In Topic: Bezier triangle partial second-order derivatives

31 December 2014 - 11:28 AM

Thanks.. I have come to similar conclusion, based on Shnoutz post, so I guess, it is correct one :-)

In Topic: Isometric game and 2D or 3D characters

03 November 2014 - 05:34 AM

I have hand-painted, cartoon like graphics. Conversion to the mesh would be more complicated than draw a set of animation sprites. So I guess, its not really worth it.

In Topic: View space spot-light move with camera

18 October 2014 - 10:39 AM

Eh.. thanks. I missed it. Correct version in GLSL

vec4 lightDirVS = vec4(en_spotLight.vDirWS.xyz, 0.0) * en_mView;

In Topic: Bullet - objects falling through

07 August 2014 - 10:37 AM

You've set the  mass of the balls to 0, is that correct?


Eh.. that is a bug in rewriting code to post, there should be 10.0


The bars are moving fast, there could be collision miss. But thats way I used CCD.


So far, I am solving this problem manually. I check if ball is in collision with bar. If so and if it is stucked inside bar, I push the ball with big force to move it from collidable state. It is working in a way, but result is not as nice, as it should be if balls are just bouncing from bars like most of the time in video.