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Get to know rethan...  
Full Name Valery Moya
Nickname rethan 
State/Province, Country CA   United States
GD Gathering City Alviso, CA, United States
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Homepage URL http://matthieu.bizland.com/index.html 
ICQ ID 354348 
AIM ID Rethan 
Yahoo IM ID vturnip 
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Rating 1028  (Rate this user)
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Member Since 6/23/2007 12:16:30 AM
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Some recent topics started on our forums
Looking for player stat management design/info Does anyone know of any existing articles or post mortems etc concerning design considerations for keeping track of player stats as they pertain to modifications by items equipped, spells/skills in use etc in a typical action RPG? I haven't been a... 
Posted March 20, 2009 6:05:13 PM
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Some recent replies made on our forums
Generating Rocks via Marching Cubes Alright, I've finished the code that I mentioned and here's what I got: This shows the textured (iso surface) rock generated with a perlin noise function. A wireframe is overlayed over it. Below the rock is the texture that was generated for t... 
Posted February 2, 2010 6:57:23 PM
Generating Rocks via Marching Cubes Here are some prelim images: Just 2 different rocks from the same algo: uses 2 octaves of simplex noise for the density function (shape), and one octave for the coloring. Normals are also computed and lighting is enabled. As I menti... 
Posted January 30, 2010 2:49:24 AM
Generating Rocks via Marching Cubes finally got a nice iso surface generated with vertex sharing etc, will probably get to work on generating normals and some overall coloring (should be pretty easy/quick) and then get to work on texturing this weekend and I'll get some pics... 
Posted January 29, 2010 9:47:01 PM
Generating Rocks via Marching Cubes Yeah, the idea for texturing off the top of my head that I want to try (and avoiding any shaders), is to take each triangle of the rock and map that to a triangular part of the final (square) texture and generate the pixels for each of these triangle... 
Posted January 29, 2010 7:38:35 PM
Generating Random GL_POINTS This should get you started: // This defines that point holds x and y coords. typedef struct { float x; float y; } point; // This is an array of 10 points point points[10]; ..... // Generate the points (point coodrs) for (... 
Posted January 28, 2010 8:46:49 PM
Generating Random GL_POINTS One quick and dirty way to do it would be to keep track of a seed (could be random too) and allow it to change say via the keyboard, and then re-set the seed when you re-draw like so: static int __my_seed = 0; ... void display() { sr... 
Posted January 28, 2010 6:10:08 PM
Generating Rocks via Marching Cubes Thanks for this, got me re-interested in my own endeavors at random rock generation. Finally going to give isosurface representation a go! 
Posted January 28, 2010 6:00:41 PM
How much fun is a prototype supposed to be? I think your prototype is doing what it should - showing you the weakness of what your idea requires to be fun. I think try to write down the top reason why the prototype you made is not fun, is it graphics, lack of content, story, gameplay is slu... 
Posted January 12, 2010 7:31:15 PM
less than opposed to not equal in for loops Quote:Original post by alvaro Quote:Original post by rethan One thing to note is that doing greater than/less than comparisons is (in general) more expensive than checking for equality. I can't think of a single example where the less-than comp... 
Posted November 3, 2009 8:35:12 PM
less than opposed to not equal in for loops One thing to note is that doing greater than/less than comparisons is (in general) more expensive than checking for equality. If this code is time dependent then you may want to do that and add an assert to make sure the value is always smaller when... 
Posted November 3, 2009 1:34:34 PM
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