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Ussyless

Member Since 24 Jan 2011
Offline Last Active Jan 16 2014 07:43 PM

Topics I've Started

Collision handling- corners & jumping

07 January 2014 - 01:06 AM

greetings, i've drawn a diagram to explain my problem

 

R3j5zSE.jpg

so basically, my problem is, when jumping up into, or dropping onto a corner, in some situations, it will overlap too much in the Y axis, so it will be handled by the X axis, my system basically compares which one is overlapping the least, then takes action based on that

 

i'm wondering if anyone has any suggestions to stop this happening, perhaps somehow bias it towards parallel surfaces, or based on the speed of the  object

 

multisampling could work somewhat, but i was hoping for a more refined solution that won't use so much power

 

any ideas?


heightmaps and vbo's

16 June 2013 - 09:10 AM

Greetings, i'm just wondering, what's the best way to set up heightmaps?

should i have a big grid vbo and transform it somehow(not sure how to do that), have  one instance of a plane VBO for each grid or simply build all the terrain once into a single VBO and perhaps rebuild it if i ever need to

 

anyways, anyways, i'd appreciate any suggestions, i'm still relatively new to using VBOs


Career advice

21 May 2013 - 07:40 AM

Greetings all, i was hoping on some opinions/advice on my current plans

 

right now i'm going to start studying at uni, so next year i can start a higher level course at university

 

my plans were to, this year do two subjects of my choice in order to improve my UAC/ATAR (not sure if that's just an aus thing) and chosing subjects maths and physics

 

Next year, with my course finished, i will hope to start a bachelors or something, i was thinking a bachelor in software engineering

 

after i get my bachelors, i will look for whatever work i can get (game, or software work) using my degree, as i've heard there's a demand for qualified software engineers

 

in my free time i'd like to work on small game projects of my own throughout the whole thing, then perhaps one day become self sufficient, or use work history/qualifications/personal projects to break into the games industry 

 

my main interest would be small/unique games i could sell by myself to supplement my income, or replace it

 

anyways, any opinions/advice?


Grid heightmap with clifffaces

18 May 2013 - 09:09 AM

Greetings, i'm working on a small project, and i want to be able to create a heightmap with cliff faces

 

rather than trying to explain it, i've made a diagram

 

MkVz16w.png

 

so basically, edges of the heightmap could de-sow from each other and go up into a cliff, or down into a canyon, maintaining a hard edge

 

diagonal edges are not important

 

 

i had some ideas of my own suck as

 

each tile contains 4 points of data, rather than one per grid point, this method isn't ideal as it would be difficult to tell what is sewn to what, and be able to edit map/create movement on the map effectively, aswell as using 4 times the memory

each grid point would instead contain say 3 or 4 possible heights, i could de-anchor the terrain from one point, and anchor it to a new point which i could move up or down to edit (or have a dynamic amount of heights stored in each point, changing for the situation)

 

 

anyway, i was wondering if anyone had any better ideas for my problem?

 

the project will be a stratergy game, buildings, units etc, so collision mesh type things aren't realistic


glGenBuffers throwing an access violation

19 February 2013 - 08:42 PM

Greetings, so i'm trying to use vertex buffer objects, however, glGenBuffers is throwing me an access violation

 

Checklist time:

i have glew installed.

i have freeglut installed

included in this order

 

#include <GL/glew.h>
#include <GL/wglew.h>
#include <GL/freeglut.h>
i have a linkers to the appropriate libraries, (glew32, freeglut) unless i missed something
i have run glewinit (both before and after glutinit on seperate attempts)
genbuffers is run as follows
...
GLuint VBO = 0;
void init(){    
    float temp[]={10,10,20,10,10,20};
    glGenBuffers(1,&VBO);
...
according to the utilities included in glew, my open gl version is
version string: 4.2.11931
 
 
any help?
 
i can provide more code if needed

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