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Faelenor

Member Since 10 Jan 2001
Offline Last Active Sep 12 2014 01:02 PM

Posts I've Made

In Topic: Mesh collision pushout resource?

14 August 2014 - 09:46 AM

I'm pretty sure you're taking the wrong direction here. I don't think you realize the amount of work needed to implement collision detection. I'm also convinced that the built-in collision detection in Unity should satisfy your needs. A couple of questions:

 

- Are you using a mesh collider for your dynamic objects? If so, do you really need that? Character's colliders are usually capsules or sphere for performance reasons.

- Did you try to set this option CollisionDetectionMode.ContinuousDynamic to your fast moving objects?

 

If you really think you should rewrite the collision detection code, then good luck. The book you want to buy is a great reference. You can also find useful information and code samples there: http://www.geometrictools.com/.


In Topic: Scripting! What to script/what to not script?

25 March 2014 - 01:23 PM

Usually, the game engine is in C++ and all the game specific stuff is scripted (especially the AI).


In Topic: List element by reference

29 May 2013 - 08:59 AM

Can you give an example of code generating this error?


In Topic: 3D Animation: Should I NOT learn animation, but rather learn how to use trans...

16 April 2013 - 05:47 AM

You should start by learning how to do basic transformations using translation, rotation and scaling.  This is basic stuff that every programmer should understand in the gaming world.  Then, you'll be able to make simple animations like what I think you are referring to as "fake" (but I don't agree, an animation is just an animated object, whatever method is used to do it).

 

Later, if you want to do skeletal animations like those in console games, you should be able to do it.  These animations are using the same kind of transforms (translation, rotation, scaling) but applied on bones instead of directly on the meshes.  Then, the vertex positions of the meshes are computed in function of the bone transforms.  So, if you want to do this kind of animations, you have to first learn how to do basic animations anyway.


In Topic: Source Control - Perforce

15 January 2013 - 07:42 AM

I wasn't aware of the plugin limitation with the free version.  Are you sure about that?  All the plugins are available to download for free on their website.  There's also this open source plugin:  http://code.google.com/p/niftyplugins/

 

Edit: Oh...  you meant the paid version of VS, not perforce!  Sorry...


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