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Flubber screenit
Flubber screenit




flubber screenit
  1. #Flubber screenit how to
  2. #Flubber screenit code

Instead it's necessary to implement a matrix class that can do rotations and translations and then pass in the results with glMultMatrix() when it's time to draw the screen. Using OpenGL calls exclusively for orienting the camera and positioning objects in the screen is possible, but not very useful for specific needs. obj file), which was accomplished by averaging triangle normals together, which in turn are generated by taking the cross product of two of the triangle edges. Since I generated the terrain in-program I also had to generate vertex normals (as opposed to simply loading them in an. Pressing tab cycles through the two objects, the camera, and the light, and allows them to be positioned via the mouse and keyboard. I made the spaceship and person shown in the picture (the ship is about 500 polys and the woman about 3000) using the extremely nice 3d modellor Wings 3d. obj loader, and hence the plain objects in the picture. I ran into a couple of problems trying to load in textures, so I haven't finished with the uv coordinate reading part of the. obj loader was a little daunting initially, not having much experience with parsing in files in C, but actually quite easy. obj loader and a very simple terrain generator. With a bit of coding and some examination of some tutorial source code, I put together a.

flubber screenit

Perhaps these will reduce the need for dampening. In the future I'll explore Range-Kutta solutions to imparting velocities, Imparted rotation may speed up wildly and blow up. Rotational velocity is the real problem, since in theĬartesian coordinate system roundoff errors will accumulate and an My system currently only damps along the springĪxes, but I need to dampen rotational and linear velocities as well, Of control (like flubber!) as round-off errors accumulate and energyĬonservation is ignored. Without dampening, the spring will oscillate out After that there's the proper selection of springĪnd dampening constants. In short, the spring is easy to do (F = -kx), but the dampening is the

flubber screenit

See if NeHe or some other tutorial site wants it.

#Flubber screenit code

The code under the GPL (as soon as I clean it up a little). There is some code and useful formulas out there, but most of it is poorlyĮxplained or not quite applicable to what I was trying to do.

#Flubber screenit how to

Much in the way of tutorials on how to implement the springs properly. Out of curiousity I became interested in simulating 3d elastic objects






Flubber screenit