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Member Since 06 Apr 2007
Offline Last Active May 12 2015 06:24 PM

#5202549 How should I stop this animation set?

Posted by lucky6969b on 07 January 2015 - 04:31 AM

I've solved my own problem, it is because of I have to keep track of the local time for each truck instead of

the global time.

#5179783 Can concave polygons be used in pathfinding?

Posted by lucky6969b on 12 September 2014 - 12:31 AM

Hello Ashaman73,

Thank you for clearing up my doubts,

I asked this question because I suddenly think of this thing that might or might not work.

Originally I have several navmeshes with different radii, I want to use them for cooperative pathfinding as an alternative

to steering.

Now I'd like to calculate the intersection between these navmeshes, if navmesh A, B and C intersect, then they can

cooperatively path find, if just A and B intersect, agent C can ignore the other 2 agents, and A and B can continue

to cooperative pathfind. I've found a library actually which does this, but the caveat is the results may be concave.




How do you call a process which turns a concave poly into a convex poly? Triangulation is not the word?


What is your opinion?



#5179767 Can concave polygons be used in pathfinding?

Posted by lucky6969b on 11 September 2014 - 10:53 PM

My apologies first if I say something silly because I am no graphic expert,

I am just a programmer. Most of the times I heard about the

usages of convex polygons which are plenty.

But can a concave polygon be used in the pathfinding process?

Thanks Jack

#5175776 Direct3D Setting the State of Line Widths and Point Sizes

Posted by lucky6969b on 24 August 2014 - 05:02 AM

Hello, In the Direct3D State Machine,

I wonder how can I set the state of a line width and of a point size?

In the following OpenGL Code Snippet,

it tries to reset the line width and point size of the current OpenGL states,

I wonder how I can do the same in Direct3D?

I've looked at ID3DXLine, but I don't think it is where I am looking for.



void DebugDrawDX::end()

#5171598 Cohesion and coupling

Posted by lucky6969b on 05 August 2014 - 04:46 AM

In my project, I code that in a way that high coupling and low cohesion is not an option. For example, the Create Object method has to know about the Object map and geometry in which they are later used for navigation mesh building process. It seems unavoidable. All the stuff in Create are unrelated. Is it a bad practice? Or it is just unavoidable like I said.
bool Create(std::string name, LPDIRECT3DDEVICE9 pDevice, SkinnedMesh *pMesh, SkinnedMesh* geom, ObjectMap obj, float fAnimSpeed = 1.0f);
Thanks Jack

#5158612 [updated]: Make certain objects arrive in the scene (a lorry)

Posted by lucky6969b on 05 June 2014 - 10:52 PM

Yes, and it would be perfectly nice to post some example code for me.



#5154556 How to make object numbering consistent and sequential?

Posted by lucky6969b on 18 May 2014 - 11:20 PM


1     7
2     8     13     18
3     9     14     19
4    10    15     20
5    11    16     21
6    12    17     22

When I put a point at "1", then drag out "2", then "3" afterwards,
Then I copy and drag 1 to 6 as a bunch of points over to 7 to 12 and so forth,
sometimes the numbers will be out of sequence.
Are there any plugins or techniques that will keep the numbering sequential
So I don't loose them because I want to use them as spatial anchors/tags/place holders what you call it when I export them to the game engine.

#5148673 Can you quickly visualize how a quaternion would look on top of your head?

Posted by lucky6969b on 22 April 2014 - 02:38 AM

If you see a quaternion of a certain value, can you quickly determine how this orientation would look on top of your head? If you can, how can you do that handily? Thanks Jack

#5146858 A General Recast/Detour Question

Posted by lucky6969b on 14 April 2014 - 04:18 AM

Yes, actually I found out that m_npolys returns the total number of steps as a final result. Thanks for helping. Jack

#5146848 A General Recast/Detour Question

Posted by lucky6969b on 14 April 2014 - 03:08 AM

Hello, When findPath of dtNavMeshQuery returns, it fills up one of the m_smoothpath or m_straightpath buffers. But how can you tell how many steps are there inside the buffers? Thanks Jack

#5146655 Opinions needed

Posted by lucky6969b on 13 April 2014 - 02:06 AM

AFAIK, DirectX 11 only works with C#/XNA, correct me if I am wrong,

I only know C++ for the time being.



#5081133 Working on a maxscript program with a little problem.

Posted by lucky6969b on 27 July 2013 - 11:31 PM

    local v1 = polyop.getVert pick.Object verts[1]
    local v2 = polyop.getVert pick.Object verts[2]
   local proj = abs (v1.pos - v2.pos)

Here v2.pos reports an error. invalid property or something



#5069321 After reinstalling windows 7, the scene becomes black

Posted by lucky6969b on 13 June 2013 - 01:10 AM

Okay, because I chose the wrong driver. Nitrous should do the work fine and everything back to normal.

#5013520 May I know what a patch (mesh) is?

Posted by lucky6969b on 22 December 2012 - 05:02 PM

I would like to see OpenGL to grow more mature because OpenGL can be programmed on the android mobile phones while DirectX can't.

#5001727 Intel HD 2000 Performance estimation on this scenario?

Posted by lucky6969b on 17 November 2012 - 04:38 AM

I am particularly interested in using shadows in my game
So I have all of this background info
1) No background programs
2) QT
3) Database calculations (Berkeley DB)
4) Cooperative pathfinding
5) 2000-3000 agents
6) Physics
7) Some customized algorithms
8) IK and other rigid animations
9) xoliulshader.fx

Can a mobile quad core CPU for Intel HD 2000 keep up with a minimal frame rate of 25 in this case?