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Member Since 04 Apr 2013
Offline Last Active Jan 21 2015 08:33 PM

Posts I've Made

In Topic: Should I use the gradient to get the Normal of a Sin wave?

21 January 2015 - 03:13 PM

Should you also change "y^2" in your partial direvative to "z^2"?

In Topic: What is the gradient symbol for

20 January 2015 - 11:06 PM

I think the vector r in your gradient equation needs to be normalized

In Topic: Shallow Water

20 January 2015 - 10:16 PM

Shouldn't either U or V be sampled from y component of height? You are sampling both of them from x component:

float hL = height.Sample(pointSampler, texCoord - float2(recTexDimensions.x, 0.0f)).x;

float hR = height.Sample(pointSampler, texCoord).x;

float hB = height.Sample(pointSampler, texCoord - float2(0.0f, recTexDimensions.y)).x;   // change to .y?

float hT = height.Sample(pointSampler, texCoord).x;  // change to .y?

In Topic: [Solved] Transform 3D Cross Vec to 2D Cross Vec

20 January 2015 - 09:52 PM

I don't know what vorticity is so I can not really understand your equation (e.g. in what space is your problem defined? what does pi mean? Does wi stand for weight?...).


I am wondering does it ever make sense to translate this into 2D?

- Does Vorticity make sense in 2D?

- In 3D, a cross product produces another vector while in 2D a cross product produces a scaler. However, if wi means some kind of weight in a direction, then in 2D you should be able to do something similar with tangent.

In Topic: Collision Detection Problem with Scale,Rotate,Fast Object

30 December 2014 - 08:37 PM

I think I should take my previous answer back...

That check is indeed quick but doesn't cover all possible collision cases, e.g. your triangle and rectangle can still collide when none of the triangle vertices are inside the rectangle.


Maybe it's only useful as a fast first-round check and if the test fails you then want to fallback to the normal line-line intersection test.