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Member Since 25 Oct 2011
Offline Last Active Aug 18 2013 09:40 AM

Posts I've Made

In Topic: C in game development

18 August 2013 - 04:23 AM

This has devolved into a language flame war.

You say that as if it were a surprise :)

Granted, this was a zeitgeist topic about, what, 15 years ago but when have these threads ever ended well? Still, if anyone needs any more gasoline to throw onto the fire I'm here all day (or at least until the inevitable lock).

In Topic: Epic fail on my terrain.... Now what?

17 August 2013 - 03:11 PM

As you can see, there are three detail levels prominently in the picture. You can see that one of them has 4 times the number of vertices as the one to its left (it should be x2). What am I doing wrong to get this problem?

Hard to tell without any code. What is the point of reference being used to determine LOD distance and visibility?

Second problem: When the detail level transitions from higher to lower ,or vice versa, there are frequently gaps where the higher order square has a vertex that isn't lined up with the lower level. I know I need to lerp the values, but I don't quite understand how to get the information from a separate tree "limb". Is there a tried and trued method for doing this?

You could look into something like clipmaps, it's fairly simple to implement.

In Topic: texture problem

17 August 2013 - 03:01 PM

We have no idea what any of these methods do so the first port of call would be to list them.

In Topic: C in game development

17 August 2013 - 03:26 AM

I'm doing a 2 for 1 on gasoline right now if anyone's interested.

In Topic: transfering x,y coordinates from one machine to another

17 August 2013 - 03:16 AM

Nearly. This puts your point into [0,1] range:
// Assumes all values are floats so cast appropriately if not...
float relativeX = mouseX / screenWidth;
float relativeY = mouseY / screenHeight;
And now to expand from [0,1] range back into absolute positioning:
float absoluteX = relativeX * screenWidth;
float absoluteY = relativeY * screenHeight;