Maik Semder

Madrid, Spain

Nov
25
awarded Enlightened
Nov
25
awarded Nice Answer
Nov
6
comment glm quaternion camera rotating on wrong axis
@concept3d for unit quaternions the conjugate is the same as the multiplicative inverse. The code is trying to create th view matrix by taking the inverse of the camera world matrix. Depending on your matrix multiplication order, swap the orientaion*transformation operands.
Nov
4
comment How to prevent multiple playing sounds from destroying your hearing?
What you need is a proper audio engine like fmod or wwise and a sound designer.
Oct
28
comment What is w componet
Just adding the keyword Homogeneous Coordinates to a good explanation.
Oct
28
comment Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?
There is no "correct OOP" way, each version has advantages and disadvantages very specific to your use-case. Just make prototypes with each version to see which works best for you, make sure to be prepared for redesign, thats a normal part of software development.
Oct
28
comment Slerping rotation mirrors
In regards of simplifying the test setup, use a static lookat target first, if that works, work your way up to a moving one
Oct
28
comment Slerping rotation mirrors
One thing, the slerp time parameter is always between 0.0 and 1.0, right?
Oct
28
comment Slerping rotation mirrors
Yeah thats probably a mix of different bugs. Simplify your test setup, test one thing at a time, not translation and rotation at the same time. First make sure one works, then the other, and then both together. Focus only on rotation first, use some well known orientation values, like start at 170 degrees, moving down to zero, see where it goes wrong and post it here
Oct
23
revised Slerping rotation mirrors
edited body
Oct
23
comment Slerping rotation mirrors
if(Quaternion.Dot (lookQuaternion, startQuaternion) < 0) { startQuaternion = Quaternion.Negate(startQuaternion); }
Oct
23
comment Slerping rotation mirrors
Almost, but not Inverse, that is a different operation than Negate. if(Quaternion.Dot (lookQuaternion, q) < 0) { q.x = -q.x; q.y = -q.y; q.z = -q.z; q.w = -q.w; } I do not use C#, but from the looks of the docu, it seems you could also use the Negate-Function directly.
Oct
23
revised Slerping rotation mirrors
added 21 characters in body
Oct
23
answered Slerping rotation mirrors
Sep
21
comment Weapon Class Organization
@user2295607 regarding the "disagreement": Those are programming tools, there is a lot of them, all having it's pros and cons. There is no single super programming paradigm, that comes without any costs and only pros. People tend to like the tools they use, because they are familiar with it. It's good to leave the comfort zone once in a while, trying different approaches. At the end the day, pick the one that leads to your goal, and listen to advice from people that got both kinds: country and western. Avoid fundamentalistic one sided views.
Sep
10
comment OpenGLES 2.0 batching method and do not draw inactive object
Whats your frame-time with "normal" rendering using separate draw calls?
Aug
29
comment Bullet Physics Simulation Running Slow
Do you use bullets release libs? What frame time do you get?
Aug
22
awarded Yearling
Aug
1
comment Optimization Question about Singleton
How often do you call this code per frame? And the big pink elephant in the room: Did you profile?
Jul
14
comment How do I simulate a swinging pendulum?
x-position integration corrected in my edit
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