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Richard Bamford

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Second year Computer Science student at the University of Hull. Interested in maths, physics and graphics.

Blog posts

Cloth Simulation Update

Some of the issues I found with the system since my last post:I assumed that all constraints had the same rest length, now it takes into account shear and linear constraint lengths.I only accounted for X,Y properties of each point which caused points to act strangely when close to each other, I have changed it to work in 3D. Although the view only looks 2D. Here's the result: Read more →


Project 2: Cloth Simulation

Cloth simulation using opengl and c#.My previous project was about learning the graphics api opengl (lighting/models/projections/shaders) and I feel like if I wanted to carry it on I would have to start again from scratch using things I learned the first time around.Instead I am focusing on some other concepts which have been on my bucket list for a while now, cloth simulations.In the beginning th… Read more →


Sketchy physics simulations.

Today I attempted to wrap my head around portals...In my simulation, when the spheres reach the bottom of the tube, they are teleported to the right hand surface of the cylinder. Maintaining speed but changing the sphere's direction.Initially I ran into a problem of them gaining energy over time, since the force which pushed them from the portal is proportional to the velocity it hits the bottom a… Read more →


OpenGL clipping technique.

Part of the physics simulation I am working on at the moment involves cutting a cylinder in half, so that spheres have a defined space to interact but we can also view them.First I created a cylinder in 3ds max, with normals included. I didn't create the half cylinder because I want to have multiple cylinder objects for the spheres to collide with (also I was interested in the process).So I implem… Read more →


First programming book arrived!

Amazon LinkVery pleased with the purchase! Hopefully I can now finish some 3D code I have been tearing my hair out over. It even has sections on Compute Shaders (which I am very interested in, OpenCL is too cryptic for me.). Read more →


Ten Golden Usability Rules

Taken from Jakob Nielsen in his book `Usability Engineering`.Use simple and natural dialog/language. Since every additional feature or item of information on a screen is one more thing to learn, one more thing to misunderstand and one more thing to search the user interface should be simplified as much as possible. Less is more.Use language that fits the user group. The language should be based on… Read more →