13 years, 6 months ago
Highlights
13 years, 6 months ago
Like this ? denom = e0->massInv + e1->massInv + dot( cross(r0,n), e0->getWorldInertiaInv() * cross(r0,n) ) + dot( cross(r1,n), e1->getWorldInertiaInv() * cross(r1,n)…
13 years, 6 months ago
I'm trying to implement impulse response with friction and I can't get it to work. I have compared other implementations that I found but I can't find any errors in my code. So…
13 years, 6 months ago
Hi, I'm looking for space partitioning structure which will be good for moving points and will enable fast fixed radius near neighbors search.
14 years, 2 months ago
Hi, is it possible to write GLSL shader such that it will change each texture pixel color based on its alpha value ? Something like: [source lang="cpp"] vec4 pixel = t…
14 years, 3 months ago
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See all in DiscussionsLike this ? denom = e0->massInv + e1->massInv + dot( cross(r0,n), e0->getWorldInertiaInv() * cross(r0,n) ) + dot( cross(r1,n), e1->getWorldInertiaInv() * …
13 years, 6 months ago
I looked through Bullet's code and came up with this: vec3 n = info->getNormal(); vec3 r0 = info->getContactPoint() - e0->pos; …
13 years, 6 months ago
Using your tangent the sphere stopped moving but kept on spinning. Actually I found that normalizing tangent caused a lot …
13 years, 6 months ago