You need to learn to help yourself and how to post/ask questions properly.
I need to quote and extend what L. Spiro wrote, since it is so essential. This is ultimate skill for a programmer, if you can't find information you require, sorry, but you won't go far. If you truly can't find anything, then you need to try do it yourself. If you fail, then you ask. If you won't figure something out on your own, you won't learn or quickly forget. And it is very important to be POLITE, always.
Doesn't your BIM application support exporting to common 3D file format (3ds, fbx, collada, ase, obj)? Which BIM app you want to use? I rendered a building from Revit in my DirectX app no problem, I just exported it from Revit as obj and loaded with Assimp.
I noticed you mentioned Revit in tags. If you worked with Revit you should know Jeremy Tammik's blog, here's a post on Revit 2014 obj exporting:
For deferred renderer it is common to do it like this - foreach light draw a bounding sphere/bounding screen-aligned quad/bounding cone (it depends on type of light and your preference), send info to shader about your light (position, color etc.) and blend it.
I am forced to ask this shameful question here. I've build a quadtree structure which contains 2D triangles. Everything would be nice, cool and fast if only I would knew how to use it
My aim is to cast a 2D ray from given point with given direction, and get the closest triangle position. And my question is how should I approach that? Should I add my ray to quadtree and there find collision? Or should I aproach it different way?
The reason I'm not using an already existing engine, like the Unreal Engine, is simply because they are too limited.
I beg to differ. While it's true that dedicated (homegrown) engine is better because you create what you need, but do you think you can write everything from scratch? It would take a lot of time. Look at other engines, Unity 3D which allow you to use C#, Cry Engine 3 sdk where you can use C++, lua or C#(CryMono), Torque 3D and many more.
As for your original question I would suggest using Havok, it has very good documentation and source code of example applications.
Obstacle is obstacle, if you don't want to make 3D dogfight there is no need for 3D path finding. You can 'flaten' your houses, rocks, fences etc. For dynamic objects it's a worse case scenario. Eitherway you are bound to use a* or it's variation somewhere.
Look at the slides from Valve on L4D AI to get some ideas:
I suggest changing the topic name because current one looks like asking for a meaningless war
Rewriting your whole code from openGL to DirectX would be time consuming, I would advise you to only change the strictly operating system bound functions (i think it's obvious one, and I can see you already achieved that). But if your aim is to learn (or revise) directx, it might be a good idea to do it ;)
For transparecy I used inferred shading's 3 layered transparency, but I am curious about forward approaches too (I have no idea how I can efficiently sort back to front instanced geometry, so i believe OIT is a must).
But apparently I’m not always getting to the pixel shader and it stops in the vertex for some reason. (I have modified the pixel shader to output always a red pixel, so I know when it goes through).
Are You sure about that?
It will only make red the object's you want to render (say, teapot for instance), everything else will be 'clear' color, since there's no object in that place, there's no need to 'pixel shader' it.
I also noticed You did this:
Matrix view = Matrix.CreateLookAt(modelTransform.Translation, new Vector3(0, 500, 75), Vector3.Up);
What happens now is that object is being culled (unless you set cull mode to none).
1st parameter is camera position, 2nd is LookAt, if you swap them(I believe You wanted to set the camera to look at your object) it might work
Hi, I am learning how to skin meshes (never have I done it, so I think it's high time o.O), I am using ported XNA Animation Component Library to XNA 4.0. Everything works fine except one thing. I want to be able to swap meshes inside a model (for instance, say my character is a sword master, and I want to change his weapon in hand). I noticed that XNA animation requiers for all objects in my file to have weights (which I am not sure about). I am also using custom effects. So do you have any ideas how to change mesh inside model with XNA animation (i.e. swap it with mesh from other model)? I also want it to be animated so I need to create animation inside character model for my weapon EDIT: Solved it, took me a lot time yesterday to search the internet and after posting a topic on gameDev i solved it in few minutes For those who want to do same thing as I do and don't know how: In my weapon file I created a bone named the same way as in my character model and I added skin modifier to the weapon and added that bone(I am not sure if it is required). then in XNA: sword.World = character.modelAnimator.GetAbsoluteTransform(character.modelAnimator.BonePoses["weapon"].Index) * character.World; (sword and character are objects of my class to store info that I use, like materials, animations etc.). I also add a flag for proxy weapon in character model to not draw it