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Member Since 25 Jan 2004
Offline Last Active Sep 30 2012 01:08 PM

Posts I've Made

In Topic: Collision detection with Verlet integration

30 September 2012 - 01:08 PM

thanks for clearing everything up.
I will check out the article.

In Topic: Collision detection with Verlet integration

29 September 2012 - 10:08 AM

thanks for the reply serumas, I have a few questions.
On the move function, is 'air' a float?
Also, what does the 'satisfy_all_objects_constraints' function do?

In Topic: Jpeglib texture loading issue

13 May 2012 - 11:24 AM

thanks for the reply, I swapped the rows and its working.

In Topic: player vs player collision

20 January 2010 - 04:31 AM

thanks for the reply oliii.I know there are a lot of articles on the net about sphere-to-sphere collision, but the part that confuses me is changing vector spaces. In this article, all points (basePoint, velocity, and the 3 triangle points) are scaled by eSpace before the collisionPoint is detected. When I test against a sphere, do I have to scale the sphere's position and radius as well?

In Topic: Smooth skinning algorithm

02 May 2008 - 02:04 AM

ok, let me clarify a few things. Each Bone has:

Parent - A pointer to its parent
length - (float) the length of the bone
Rotation/Position - (vector) The Rotation and Position
Direction - (vector) Bone's Direction
Transform - The Transformation Matrix
InverseBind - The Inverse of Transform in the reference pose
Start/End - The Start and End points of the bone

This is the code I use to move a Bone.

void bone::Set()
//Calculate Bone's Relative Matrix
Transform = matrix4(); //Set Transform to its Identity
Transform.SetRotation( Rotation );

//If parent exist
//Combine Relative Matrix with Parent's Matrix to form Absolute Matrix
Transform = Transform * Parent->Transform;

//Calculate Bone's orientation
vector3 tempVec = (Direction * length) * Transform;

Start = Parent->End;
Start = vector3();

End = Start + tempVec;

The only translation I see here is the distance from Start to End, which is calculated in tempVec. Are you saying I should combine this with the Transformation Matrix?