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Member Since 07 Jul 2011
Offline Last Active Jan 22 2015 02:04 PM

Posts I've Made

In Topic: a few questions regarding navigation meshes

29 November 2013 - 02:58 PM

I'm not going to answer all your questions because I don't know a whole lot about navigation meshes. But your estimates of the complexity of algorithms are kind of high. Just about any space-partitioning method will bring down figuring out which polygon you are on to O(log(n)). Generating the graph structure can be done offline and its complexity doesn't matter a whole lot, but I still doubt it's worse than O(n*log(n)) if you use a space-partitioning method.

I did not knew about space partitioning method. Isn't this comes in hierarchical path finding? The game on which I am working on is not that complex or big. There are simple static walls and obstacles to be placed in the level. Maybe, I did exaggerated on algorithmic complexities of the problem but I did so with my understanding of the problem's solution.

In Topic: Need advice on pathfinding implementation

16 November 2013 - 07:00 PM

I am rather a confusing individual... My point was that I would like to do this from scratch (as I did basic A*) so I could learn and understand the algorithm and the techniques... and I searched for Navigation meshes on the internet and several game programming books (including game programming gems, AI game wisdom). They don't give me any guidance about where to get started for this for newbies like me... but they describe a lot of different techniques and algorithms...


What you have described in your post is that I should stick with the rectangular grid... and it automatically does answers a lot of questions for me if I stick with a rectangular grid with each being of fixed equal size...

In Topic: Library linking problem with SDL 2.0

18 August 2013 - 03:49 AM

That did it... The only problem here was I was using the wrong bit version of the libraries... I am using a 32 bit compiler with a 32 bit Operating System and I was linking my project with 64 bit libraries and headers...


There are two download folders for SDL 2.0 development files... one is name "x86_64-w64-mingw32" and the other is "i686-w64-mingw32"... I confused the former with 32 bit... however the string had x86 in it so I thought these were the 32 bit files... however I was wrong...I wasted a lot of energy and headache in just discovering this trivial error...


Thank you for the link...

In Topic: Camera and Viewing Transformations

19 August 2012 - 06:05 AM


As you suggested, I will take a look at quaternions, I never heard this term before.

As far as camera and inverse transformations are concerned, this is what I am trying to do here already, the knowledge that I have with Opengl and viewing transformations come from the red book.

From what I understand, there is no such thing called a 'Camera' in Opengl library. If you want view an object that is drawn and centered at the origin, then you can either use the gluLookAt(0, 0, +z, 0, 0, 0, 0, 1, 0) or insted you can use glTranslatef(0, 0, -z), both of these will have the same effect (for this case at least).

From what I have studied and understand, the function name " LookAt " is like a false advertisement. You are not actually looking somewhere in the scene, it just applies inverse transformations to the whole scene and you think that you are moving a camera in the scene when you are acutally just transforming the scene. But then again, I might be incorrect here and its a completely different debate.

In my class, I am doing a similar thing, taking vector input in euclidean space and then finding the appropriate angle of rotations of heading and pitch, and then apply the inverse of this when I am rotating about an axis and it works fine as I please.

The problem I am having, is that if you take a look at my code, as long you give the initial arguments such that your hypothetical camera is located at the XZ plane, the heading will work fine, however, If I pitch or Roll to 180 degrees, and then I apply my heading calculation, then they will seem to work in reverse order. If I give the input to turn left, it will turn right and vice versa, because I am still rotating around this +ve y-axis.

Please note that, when I was trying to implement this class, I was not thinking in terms of matrices, I was thinking in terms of these transformation commands (glRotatef and glTranslatef).

In Topic: Updating opengl version

11 August 2012 - 12:23 AM

SDL 1.2 will not create an OpenGL 3 context for you. To get one with SDL, you have to use SDL2 and explicitly request a 3.x context using SDL_GL_SetAttribute with GL_CONTEXT_MAJOR_VERSION and GL_CONTEXT_MINOR_VERSION.

that might be it, I will try using the SDL 2.

What type of graphics card do you have?

ATI Mobility Radeon HD 4330

Other note, when I download the GLEW 1.90 win32 binary files, there was an .exe in its bin folder with name "glewinfo.exe", I executed and it generated a text file and what I think I did is to find out if all the functionalities provided by openGL versions are supported by my Video card ( I might be wrong here).
The text file said...

GLEW version 1.9.0
Reporting capabilities of pixelformat 1
Running on a ATI Mobility Radeon HD 4330 from ATI Technologies Inc.
OpenGL version 2.1.8781 is supported

From OpenGL Version 1.1 to OpenGL Version 3.0, all the fucntions had the status of 'OK', from 3.1 to 4.3 they were all "MISSING"