#Java lwjgl ball curved movements fullThis gives an extremely unnatural look, and I have yet to come up with a proper solution to this.Menus Icon Bar Menu Icon Accordion Tabs Vertical Tabs Tab Headers Full Page Tabs Hover Tabs Top Navigation Responsive Topnav Navbar with Icons Search Menu Search Bar Fixed Sidebar Side Navigation Responsive Sidebar Fullscreen Navigation Off-Canvas Menu Hover Sidenav Buttons Sidebar with Icons Horizontal Scroll Menu Vertical Menu Bottom Navigation Responsive Bottom Nav Bottom Border Nav Links Right Aligned Menu Links Centered Menu Link Equal Width Menu Links Fixed Menu Slide Down Bar on Scroll Hide Navbar on Scroll Shrink Navbar on Scroll Sticky Navbar Navbar on Image Hover Dropdowns Click Dropdowns Cascading Dropdown Dropdown in Topnav Dropdown in Sidenav Resp Navbar Dropdown Subnavigation Menu Dropup Mega Menu Mobile Menu Curtain Menu Collapsed Sidebar Collapsed Sidepanel Pagination Breadcrumbs Button Group Vertical Button Group Sticky Social Bar Pill Navigation Responsive Header All vertical lines will remain vertical due to the fact they are not shifted along the x-axis properly. VertColor = gl_Color.argb //more color stuff that has nothing to do with the restĮDIT: This approach does have a serious issue though. Gl_Position = gl_ModelViewProjectionMatrix * pos //multiply it by your projection and modelview matrices Vec4 pos = vec4(gl_Vertex, v0, gl_Vertex, gl_Vertex) //create the new position with the changed y-value curve out enough so it looks acceptable on the x-axis of the player divided by 64 all to #Java lwjgl ball curved movements plusthe absolute value of the x-value plus the offset It takes the original y-value and subtracts world's translation when the player movesįloat v0 = gl_Vertex - pow((gl_Vertex + tx) / 64, 2) //this will be the new y-value for the vertex. in the "lookThroughCamera" method where you handle the game is sinked by with player's movement, this value is usually ![]() Uniform float tx //Passed by the Java program to ensure the terrain curvature Varying vec4 vertColor //Just to send the color data to the fragment shader ![]() #Java lwjgl ball curved movements codeHere is the GLSL code for the vertex shader: #version 150 The code turned out to be only a few lines long. I suppose I could apply the graph of a circle so I can accurately get the proper curve when I am on a planet with a specified radius, but I am satisfied for now. I also tried applying the graph of a 3rd degree equation, but it gave more of a try-hard 3D feel. The result was a very nice curve that I could modify to be any intensity I wanted. So from here, it was easy to apply a nice curve by using a parabola and just flattening it out in the same fashion. It is just an upside down 'V' with a bit of squashing done. This is all nice and all, but it isn't a "curve" yet. ![]() I started with 32 and the result was much more reasonable:Īs you can see, there is only a slight bend in the terrain. I figured I would also try leveling the effect out by dividing the absolute value of the vertices' distance from the origin by some scalar. This is obviously a strange effect, but it is getting very close to what I want to achieve. I originally used a linear absolute value equation to see how it worked, and I got something like this: By setting up a basic vertex shader, I was able to manipulate the location of the vertex along the y-axis depending on how far away it was from the center of the screen (the origin in my case). Although I am not a fan of answering my own questions, I think I have found a way to achieve this effect and would like to share.
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