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Postie

Member Since 28 Nov 2010
Offline Last Active Today, 07:43 AM
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Posts I've Made

In Topic: Models are missing half their triangles.

09 June 2013 - 07:32 AM

The OBJ format is deceptive. It's pretty quick to write a parser for it, but it has plenty of gotchas, such as only being suitable for static meshes, since it has no support for bones or keyframes. Nor can it store what the X, Y and Z axes actually correspond to it, it's purely up to the exporting application, and a major headache if you're sourcing models from artists that use different 3d modellers.

 

I started with .OBJ, but more recently switched to a combination of COLLADA (exported from blender) and a custom binary format of my own making (created from the COLLADA file at build time), and I don't regret it for a second.


In Topic: My Procedural Dungeon Generation Algorithm Explained for my game TinyKeep

03 May 2013 - 04:52 PM

It's always interesting to see someone else's take on something like dungeon/connected rooms generation. I'm curious.. is there much overhead in the part of the algorithm which moves the random rooms until they're not overlapping?


In Topic: "this" keyword question

15 April 2013 - 07:21 AM

Two examples that spring to mind:

 

1) passing the current class as a parameter to a function (covered by Servant of the Lord), and ...

2) calling an overloaded constructor in the same class, ie something like:

 

class Test
{
    public Test(int param)
    {
            
    }
 
    public Test(int param1, int param2) : this(param1)
    {
            
    }
} 

 


In Topic: hlsl normalize a float9 ?

25 March 2013 - 04:09 AM

What sort of data does the float[9] represent? Is it a 3x3 matrix? or perhaps 3 Vector3's?


In Topic: Why is my Rotation not centered?

23 March 2013 - 05:11 PM

Unless there's some matrix multiplication order difference between OpenGL and DirectX I'm not aware of, the construction of your MVP matrix seems backwards. Shouldn't it be mModel * mView * mProjection?

 

Similarly, to construct your mModel matrix, I believe the order of transforms should be (SRT) Scaling, Rotation, Translation. 


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