I have a collision resolution method in my physics engine, that goes like this: Vector2 n1pos = n1.NonLinearSpace != null ? n1.NonLinearPosition : n1.Position;
I have a function that\'s called hundreds of thousands of times per update, and i need to optimize it. Now, i generally follow the \"don\'t optimize too soon\" rule but this is a critical function tha
I read somewhere that when rendering a lot of 3D objects one could merge these to form a giant mesh so that only one draw call would be made. Therefore letting the, quote: \"GPU do its magic\", while
I have myself a linear grid of Vector2s stored in a Vector2[,] arr开发者_JAVA百科ay, and i also have another Vector2 that lies within this grid. How can i simply extract both the nearest 4 grid points
I have a physics simulation and it allows you to place area constraints, so that the bodies within will no开发者_开发技巧t exit that area. However if an atom goes past one of the \"walls\" of the area
Hey, I\'m wondering if there\'s a function out there to set the length of an XNA framework Vector3, like in c++ it would just be VECTOR.setLen开发者_Python百科gth( x ).
I need to get an up vector for a camera (to get the right look) from a roll, pitch, and yaw angles (in degrees).I\'ve been trying different things for a couple hou开发者_StackOverflow中文版rs and have
I use XNA as a nice easy basis for some graphics processing I\'m doing on the CPU, because it already provides a lot of the things I need. Currently, my \"rendertarget\" is an array of a custom Color
I\'m building a physics engine and i had some sort of \"pseudo-verlet\" thing going and i wanted to upgrade it to \"real\" verlet. So i found an article and set to work. After i added what i think is
This piece of code has been taken from a game built with XNA framework. I\'d like some explanation of how it works in terms of trig and physics.