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tuket

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  1. tuket

    Tell me your success story.

    Thanks or sharing your experience. I found it inspiring.
  2. I'm not an artist at all but that rat looks awful
  3. tuket

    The Theory of Stencil Shadow Volumes

    I can't see this article correctly
  4. Thanks for the link Chris! Icoseptree data structure looks interesting. Do you know if it widely used?
  5. I didn't know obout <iosfwd>. Good talk!
  6. I guess this is applicable to OpenGL as well, right?
  7. Hello. I am having trouble making a simple example in libgdx. I want to make use of friction joints in order to simulate floor friction in top-down games but I can't get it to work. I asked about this in Stack Overflow but since I am not getting response I wanted to try here. This is the link of the question: http://stackoverflow.com/questions/37208634/libgdx-box2d-friction-joint-not-working   Cheers.
  8. Hello, I am new at 3D game programming. I have decided to get started using Irrlicht and bullet. Since I am starting I have many doubts about how 3D games are made.   I was wondering how collision is usally implemented. Let me explain, I have read that you can make a model in blender and export to a bullet format and also export to a format that Irrlicht can read for rendering. Then you can update the Irrlicht position and rotation from the position and rotation bullet returns as a result. But many times I think this way of doing things can improved in terms of efficiency. For exaple, look at this 3D model:   Do I really need that fence to be that so detailed in the bullet model? I don't think so. Probably the fence is not going to move and probably I don't want small objacts to go through the fence. I think that a box would be a good simplification. In general, I think that many times models could be  simplified in a small set of very simple shapes. Are the kind of simplifications done in practice? Are they handcrafted or produced automatically? What happens when skeletan animation is involved?   Thanks and sorry for my english.
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