C++ OpenGL Tutorial - 49 - Programming the Collision Math Algorithm
In this stream, we translate the mathematical algorithms from the last video into code that we will soon integrate and implement with our existing classes.
***NOTE: If you would like to stick with GLM (I actually do recommend it because we will need its matrix library with the transformations in the future), then the code using the GLM library as opposed to the cmathematics library is pushed to the GitHub. Most of the code is the same, save the conversions to the glm types and the addition of an RREF function for the glm matrix.
• Mathematical Basis (last episode):
• Math Reference:
• Math Library Repository:
• Math Library Playlist:
• Website:
• Twitter:
• Discord:
• This Github Repo:
• This Playlist:
Listened to the album, One, by C418.
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OpenGL c++ first person shooter engine game dev: Collision and Splitscreen