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lucky6969b

Member Since 06 Apr 2007
Offline Last Active Private

Posts I've Made

In Topic: Are there any good youtube videos that teach target weldings?

13 October 2014 - 11:53 PM

BTW, another question is in case there is some clothing on top of a human mesh, I don't really want to attach and target weld the vertexes between them, how do I make their vertex positions really close together without falling apart? I just tried to put them close, they fall apart when they get exported out. Thanks Jack

In Topic: Could anyone help me fix this model?

13 October 2014 - 12:51 AM

Dear Lordadmiral Drake,
Thanks, It's okay now. I have fixed it by rebuilding some of the sub-objects. I can export it now
Really appreciated
Jack

In Topic: I need to fill about 6MB of memory per frame, fast algor needed

08 October 2014 - 03:18 PM

Here comes some irrelevant questions.

If I reserve 32 time steps in advance, and the original astar (I use detour), is longer than 32 steps, do I let the agent walk to the 32nd step

and pathfind there onward to the goal?

Thanks

Jack


In Topic: I need to fill about 6MB of memory per frame, fast algor needed

08 October 2014 - 03:14 PM

2) If you calculate only 1 step and reuse the other 254 (or if you can do that even if you aren't already), you, again, can touch only the memory in that step. Otherwise, do you calculate all steps for an agent, then move to the next agent?

 

ahhh, That's a bit wrong in my thinking. What I can do, or must do is to reserve and maybe 32-255 time steps (depth) in the first frame, and don't need to calculate it during these 32-255 time periods unless the player changes strategy.

thanks

Jack


In Topic: I need to fill about 6MB of memory per frame, fast algor needed

08 October 2014 - 02:51 PM

 

Try to find a way to keep each memory access as close to the previous memory access for best performance.

 

I seems very interesting. Could you elaborate a bit on that?

Thanks

Jack


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