Permalink
Switch branches/tags
Nothing to show
Commits on Mar 23, 2011
  1. all four boundaries work

    Greg Borenstein
    Greg Borenstein committed Mar 23, 2011
  2. east and west walls have collision planes

    Greg Borenstein
    Greg Borenstein committed Mar 23, 2011
  3. successfully incorporate bourke starfield for sky

    Greg Borenstein
    Greg Borenstein committed Mar 23, 2011
  4. rendering 3d head model instead of balls

    Greg Borenstein
    Greg Borenstein committed Mar 23, 2011
Commits on Mar 21, 2011
  1. calculate normal

    Greg Borenstein
    Greg Borenstein committed Mar 21, 2011
  2. shade tall walls brown-to-green instead of white

    Greg Borenstein
    Greg Borenstein committed Mar 21, 2011
Commits on Mar 20, 2011
  1. color mesh based on vertex height to simulate landscape

    Greg Borenstein
    Greg Borenstein committed Mar 20, 2011
Commits on Mar 18, 2011
  1. increase the size of the sphere shape with the balls so they don't fa…

    Greg Borenstein
    Greg Borenstein committed Mar 18, 2011
    …ll through the mesh; still a lower-than-liked frame rate
  2. draw heightfield as lines based on reaching into bullet getVertex, dr…

    Greg Borenstein
    Greg Borenstein committed Mar 18, 2011
    …op balls with b key, balls fall through mesh sometimes
  3. added a ground plane to the simulation

    Greg Borenstein
    Greg Borenstein committed Mar 18, 2011
  4. getting close, debugging depth map loading in bullet

    Greg Borenstein
    Greg Borenstein committed Mar 18, 2011
Commits on Mar 16, 2011
  1. set btHeightfieldTerrainShape from depth map

    Greg Borenstein
    Greg Borenstein committed Mar 16, 2011
  2. orient world to be facing up via translation

    Greg Borenstein
    Greg Borenstein committed Mar 16, 2011
  3. combined mesh-building kinect code with bullet. everything builds, am…

    Greg Borenstein
    Greg Borenstein committed Mar 16, 2011
    …azingly
  4. first coommit

    Greg Borenstein
    Greg Borenstein committed Mar 16, 2011