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Member Since 29 May 2013
Offline Last Active Jun 12 2014 10:08 AM

Posts I've Made

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Before I started working with openGL 2.x I knew that it's outdated.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.





In Topic: openGL, rotation, collision

03 June 2014 - 07:07 PM

Hi Spiro,


For some arbitrary center of rotation, with arbitrary number of lines in an object doing the rotating, I don't know how to figure out where the points are supposed to be, unless I use cosx, siny for a unit circle type of scenario.


Let's say I have an asteroid with 50 points, that's a lot of resources it seems to figure out for each iteration where 49 lines are. My question is can I use glRotation (since it is already crunching all the numbers and knows where every pixel is located) to figure out my: start.x,start.y,end.x,end.y for all lines in an object.


You will have to pardon me if the above code example is wrong, I have looked on line and that's what appears to be the common method. I am also very new to openGL 2.x





In Topic: Old OpenGL movement problem

27 May 2014 - 10:53 PM

nm got the problem solved, stupid initialization on my part.

In Topic: OpenGL, *.bmp files, and eliminating a color

17 May 2014 - 10:53 AM

Thanks guys I just managed to solve the problem. In response to Kaptein, I have read in a couple of places (including Lazyfoo's site) that it's not a bad idead to first learn the non shader code first, just to get used to 3D coordinates, rendering and the basics before jumping into shaders.


Apperantly, there's a big jump in difficulty between what I am doing and the shaders (whatever those may be)



In Topic: 2D physics, random line geometry, many balls, and jitter problem

24 April 2014 - 08:01 AM

Thanks for the great and thoughtful reply frob. I tried to do things like


if(velocity<some small value) //dont check for collisions with other balls


but this caused more problems than it solved as all velocities start at V2(0,0), even though it did settle things down. Being a noob with physics engines (and programming in general), I am not exactly sure how to implement the threshold accurately as I don't fully understand the scope of the problem.


Initially it seemed like it would be rather simple to solve, but that has proven not to be the case.