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Tasche

Member Since 06 Aug 2011
Offline Last Active Apr 20 2013 07:57 PM

Posts I've Made

In Topic: Existing 3D Game Engine for Gameplay Programming

11 March 2013 - 07:10 PM

Just on the subject of Triple A asking for C++:

Not 100% sure about this, but that does not necessarily mean you will be coding in C++, its just the fact that if you can handle C++ really well, you will be able to adapt to other languages rather easily, because most modern languages abstract the nitty gritty that C++ does (at the cost of performance).

Also, you will most certainly NOT start your career at those big companies, they ask for 5 years of work experience for their junior staff. And you can be sure that in those 5 years, you need to churn out kick ass stuff, because they really get to choose, and they have a reputation to fulfill (and the budget to back up being picky).

What i'm saying is, along the way you will most certainly have to do several different languages, having a big portfolio and being able to work with whatever you are given, and get the maximum out of that.

 

So this what MrDaaark said in his last sentence is a good working/learning paradigm in my opinion.


In Topic: finshed breakout game

11 March 2013 - 06:09 PM

running the risk of d/ling a virus i wanted to be a nice guy and test your game.

however, you compiled it with the .NET debug dll, the standard .NET runtimes don't include these. recompile with release settings and try again.


In Topic: Calculating the force to jump an exact distance

11 March 2013 - 05:40 PM

Think of it in reverse.  What is the velocity of an object that has fallen 3 meters in a given gravity?  Manipulating the equations for a falling body, v = g * sqrt(2d/g) where d is your 3 meters (or however high you want to jump) and g is your gravity constant.  Once you have that velocity, that is the upward velocity your character needs to start at to hit an apex of 3 meters.

Good thinking. Could you show how you got there? Which equations you used?

the same ones you did, just different constants (acceleration A = g, S=d distance traveled in time t):

 

s(t)=v*t+(g*t^2)/2 (with s(t0)=d, at some arbitrary time t0, initial velocity v=0) => d=(g*t0^2)/2

=> sqrt(2d/g) = t0 (I)

for any time t:

v(t)=g*t (II)

is true, by calculating total derivative of s: ds/dt = v (change of distance s per time t is velocity v by definition)

this is especially true for time t0:

(I) substituted into (II): v0 = v(t0) = g*sqrt(2d/g) = sqrt(2dg)

q.e.d.

 

so whats actually calculated here is the speed the object has after falling d units (starting at s=0, going to s=d, with initial velocity 0, trying to find end velocity v0).

since ideal newton physics are symmetric in time its the same the other way around.


In Topic: linking a pos/neg value, just as pointer?

11 March 2013 - 04:56 PM

Hi clay.

Thanks, sounds like a very good solution, I'll go work on it.

 

Alhtough I don't now how to set a '+' or '-' value to a variable, what type would that be? (no int)

a bool would work. but that's an int in c++ however...

you also may want to consider using bounding spheres instead of boxes, if your application allows that. (point-plane-distance test is easy and quick, no fiddling with signs :) )


In Topic: DirectX 11 Rigging in Shader

11 March 2013 - 04:37 PM

i'm not sure this will help you, but i think this may be what you are looking for:

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476523%28v=vs.85%29.aspx

 

i personally have a fixed maximum number of bones and use the constant buffer, and send the updated matrices by mapping that buffer. calculation of those matrices from quaternions is done on cpu, only the skinning itself (vertex transformations) is done on gpu, and stored in a dx buffer using stream output.


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