Search found 34 matches
- Tue Mar 15, 2011 7:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: Find leftmost point in 2D
- Replies: 3
- Views: 1471
Thanks for replies, guys :) @nespa getHorizontalAngle() includes a sqrt calculation and 2 arctan calculations, so I don't think that would be a good choice. Thanks for working on my problem though ;) @CuteAlien I will definitely try this one, not sure what impact the normalizations will have on spee...
- Tue Mar 15, 2011 2:15 pm
- Forum: Everything 2d/3d Graphics
- Topic: Find leftmost point in 2D
- Replies: 3
- Views: 1471
Find leftmost point in 2D
Assume we have a line, defined by two points (A and B), and a set of points we have to test. Now we have to find the point where the angle PHI (see image) is the largest we can find. If we mirror a point over the line, the test should yield different results, as we want only negative-oriented points...
- Tue Aug 17, 2010 9:38 pm
- Forum: Off-topic
- Topic: Funny programming pictures, jokes & quotes
- Replies: 436
- Views: 172845
- Sat Aug 14, 2010 4:04 pm
- Forum: Game Programming
- Topic: Vertex-Winding-Order
- Replies: 8
- Views: 4179
- Thu Aug 12, 2010 11:46 pm
- Forum: Game Programming
- Topic: Get Static/BasePointer from dynamic pointer address
- Replies: 1
- Views: 1472
Re: Get Static/BasePointer from dynamic pointer address
Or is there already a tool where i can enter the address of the life value, and the tool displays the address of the base/static pointer plus the corresponding offsets? You should try studying reverse engineering. Oh yeah, ever heard of cheat engine? And here's a better alternative: memoryhacking.c...
- Thu Aug 12, 2010 11:31 pm
- Forum: Beginners Help
- Topic: Diference between 0 and (1 << 0)?
- Replies: 15
- Views: 1274
- Mon Aug 09, 2010 9:58 pm
- Forum: Beginners Help
- Topic: set texture to specific cube side
- Replies: 6
- Views: 586
- Sat Aug 07, 2010 11:38 pm
- Forum: Beginners Help
- Topic: How do I check for a valid node pointer?
- Replies: 14
- Views: 1247
- Sat Aug 07, 2010 11:25 am
- Forum: Everything 2d/3d Graphics
- Topic: How to save a depth buffer to image file (as greyscale)?
- Replies: 8
- Views: 5659
- Fri Aug 06, 2010 7:25 pm
- Forum: Everything 2d/3d Graphics
- Topic: How to save a depth buffer to image file (as greyscale)?
- Replies: 8
- Views: 5659
Grayscale depth buffer is pretty much useless, because it can only store 8 bit values. Your buffer should store the z values in the red channel and their exponential part in the green channel (you could also make use of the blue channel, but it's not necessary), so that it can be decyphered like thi...
- Tue Aug 03, 2010 6:21 pm
- Forum: Advanced Help
- Topic: How to get a ball to stop on a slope.
- Replies: 7
- Views: 1747
I believe your damping values are way to high. You should set them to about 0.1 or 0.2 (I actually don't know, I've never used bullet, but I did work with newton. You should definitely try experimenting with those values). The thing is that spheres have nothing to do with friction if there is no dam...
- Mon Aug 02, 2010 3:56 pm
- Forum: Bug reports
- Topic: Animating mesh moves around
- Replies: 2
- Views: 623
- Thu Jul 22, 2010 11:30 pm
- Forum: Beginners Help
- Topic: 3rd person camera help[solved]
- Replies: 4
- Views: 558
Code: Select all
cam->setPosition(mainChar->getPosition() + vector3df(50,20,20));
short question - short answer
- Thu Jul 22, 2010 1:21 pm
- Forum: Off-topic
- Topic: 4D hypercube?
- Replies: 13
- Views: 1706
Maybe you should take a look at this:
http://en.wikipedia.org/wiki/File:8-cell-simple.gif
http://www.superliminal.com/cube/cube.htm
I guess it's possible, but not really practical...
http://en.wikipedia.org/wiki/File:8-cell-simple.gif
http://www.superliminal.com/cube/cube.htm
I guess it's possible, but not really practical...
- Tue Jul 20, 2010 5:12 pm
- Forum: Beginners Help
- Topic: How do I use local Movement?[solved]
- Replies: 11
- Views: 1361
Have you ever heard of trigonometric functions? You probably need something like this: vector3df pos = node->getPosition(); f32 rot = node->getRotation().Y; f32 distance = 10.f; //or speed, if you'd like to put it that way pos.X += cos(rot * DEGTORAD) * distance; pos.Z += sin(rot * DEGTORAD) * dista...