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Álvaro

Member Since 07 Mar 2002
Offline Last Active Today, 10:06 AM

Posts I've Made

In Topic: Matrix decomposition

Today, 10:06 AM

Can someone explain to me why we need non-uniform scalings at all? They are not an intrinsic class of transformations, meaning that whether something is a scaling or not depends on the choice of coordinates. That ultimately creates a lot of problems, of which this thread is an example.

In Topic: Efficient way to erase an element from std::vector

Yesterday, 07:58 PM

http://stackoverflow.com/questions/62340/does-pop-back-really-invalidate-all-iterators-on-an-stdvector

However, in your code example, it can invalidate it when it is pointing to the last element and the value is below 10. In which case Visual Studio debug STL will mark iterator as invalidated, and further check for it not being equal to end() will show an assert.


In Topic: Using torque to rotate an object into a desired orientation

Yesterday, 12:55 PM

In order to solve this problem, I would start with an easier problem: Applying a force try to get a particle to reach a particular position. If you do the naive thing and accelerate towards the point, you'll get oscillations just like the ones you observe. Look up "arrive steering behavior" for some attempts at solving this problem. You can then try to adapt the steering behavior to work with rotations; I don't think that would be very hard to do.

In Topic: Efficient way to erase an element from std::vector

28 January 2015 - 09:24 PM

The usual trick is to swap with the last element and then pop_back. It might be more efficient then your code in some cases.

In Topic: Change of coordinate matrix

27 January 2015 - 11:27 PM

Yes, one matrix is used to transform all the points.

The matrix I provided is used in the following way: If you multiply it by the column (1,1,1) on the right, you'll get the column (0,1,1) back. Similarly, if you multiply it by the column (3,3,1), you'll get (4,3,1) back.

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