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TeaTreeTim

Member Since 18 May 2009
Offline Last Active Yesterday, 09:19 PM

Posts I've Made

In Topic: Terrain Rendering

21 May 2016 - 05:59 PM

What you propose is a little old school. A step up from CPU based ROAM but a step down from modern geoclipmapping (a monolithic draw for all the terrain). At the newer end of the spectrum, you could have a single grid that uses tessellation based on distance and rockiness. Depends on if you want to support DX9.0, 10, 11.1 or 12.


In Topic: Planet rendering: From space to ground

12 May 2016 - 05:45 PM

If you plan to spend most of your work on close to ground, don't try and use a cube map. I've done a few planet to ground's and you can pregenerate a torus, which will allow you to pregen stitching. If you just do a grid by VertexID, you can stitch different sized grids, stitching by passing in a stitch flag to the constant buffer. So, similar to weighting bones in animation, each grid chunk can be passed a scale and position value to tell it where to go with a flag to say which edges are stitched. The height is set (on a 2D plane) by a monolithic height map. Each tile or chunk in the height map is scaled differently, depending on the grid size. Alternatively, you can multisample like in Microsoft's  geo clipmap example. Either way then just wrap the grid by a spherical equation. 

 

If you want random terrain, you can do rolling hills etc easy enough. The problem is pathing water for rivers. That and an endless world of boring. I'm a fan of random terrain with predetermined major geography (ie a continent sized height map) and crafted points of interest.


In Topic: router programming

02 May 2016 - 05:21 PM

There are different variants of Linux and Linux like OS's which would be more appropriate than generic Fedora or whatever. IPTables is just one system, something like OpenBSD might be more appropriate. Either way, you would still be fiddling with the OS networking additional to the programming. The old school way would be to use SNORT to read packet contents and make routing decisions. Personally if all you are doing is routing, and not value adding like building a firewall with a gui, I'd just use a routing specific variant of linux : https://en.wikipedia.org/wiki/List_of_router_and_firewall_distributions


In Topic: Fbx Animation

24 April 2016 - 07:02 PM

To begin with, just change one matrix, eg rotate the shoulder of one arm 90 degrees. Is it parenting the rest of the arm, is it rotating correctly etc.

Secondly, I recommend having a debug avatar that is drawn just as spheres or sprites at the bone heads. There are no rotations applied. This will quickly pick up problems like:

Row vs column error

Z up vs y up error

Skeleton scaled, or rotated differently to skin.

 

With FBX, I've had problems where Blender exports the mesh and armature with different up's and you need to know which matrix to apply as you build the mesh to correct it. This is why I now only use collada, I have more visibility of what's going on.


In Topic: bvh auto-retargetting

12 April 2016 - 02:31 AM

How do you calculate the quaternion? Do you have a yaw pitch roll to quaternion function or something? Secondly, are all the other joints parenting the hip rotation? If so, the rotation of the hips shouldn't make the pose twisted as it's the root.


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