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too_many_stars

Member Since 29 May 2013
Offline Last Active Yesterday, 02:13 PM

Posts I've Made

In Topic: Polymorphic pairwise collision testing implementation

Yesterday, 02:13 PM

Thank for the assistance guys. This has given me many useful ideas to clean up my code


In Topic: Polymorphic pairwise collision testing implementation

Yesterday, 11:24 AM

Hi NoAdmiral,

 

I like it, it's definetly better what I came up with.


In Topic: continous velocity aligned rotation problem

05 November 2014 - 10:56 AM

Of course Alvaro, that makes perfect sense. Keep the unrotated version stored, and apply an absolute rotation as required.

 

Here I am trying to turn off the rot function with booleans, augmenting things and all the while simplicity is the key. Although simplicity that admiteddlly did not occur to me.

 

Thanks for the help guys! I think problem is solved.


In Topic: vertex rotation help please

23 September 2014 - 08:32 AM

Hi guys,

 

Thanks for the help, after I got home from work yesterday I managed to get the program to work. The main issue was my drawLine(Vec v1, Vec v2) function, which was hanging up the program.

 

Thanks again for your help Alvaro and Heagarr!

 

Mike


In Topic: openGL, rotation, collision

04 June 2014 - 12:06 PM

Thanks for the advice guys, I have revamped my code to make it cleaner and working on the point transforms right now.

 

Before I started working with openGL 2.x I knew that it's outdated. However, a number of people recommended to start with 2.x (as it's easier than 3+) to get used to the 3d co-ordinates so I chose that as my immersion.

 

Thanks,

 

Mike


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