Friction is fractious. It’s a bear to work with, but you’ve gotta do it if you want physics to look right. I’ve had to do some annoying busybody work to deduce proper values, so I’m sharing those values and my process to arrive at them in the hopes of saving somebody else some time.
They only define it.
Get it? It’s a pun. You’re welcome.
We’ve overcome our challenges with normal mapping of simple assets, and on that subject I have some thoughts. Since writing them helps me wrap my head around the process, here you go: Continue reading
Normal mapping a floor texture: It seemed simple. It turned out, it was simple. I learned how, and then I did it. How do I feel about that? I AM A CREATIVE GOD.
Exporting from Blender to Ogre has been an issue that’s dogged us for weeks. We’ve cracked it, and feel a little stupid.