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Member Since 05 May 2012
Offline Last Active Yesterday, 12:58 PM

Posts I've Made

In Topic: Occlusion culling w/o a Zbuffer

10 April 2016 - 02:48 PM

That is correct. When bounding box/sphere is fully inside of all those 5 planes then it's fully occluded. 

In Topic: C++ best way to break out of nested for loops

10 April 2016 - 07:23 AM

This is only case where I use goto and there is nothing wrong about it.

In Topic: Interstellar trade at a relativistic timescale?

29 February 2016 - 04:12 PM

I'm sceptical about trade if the return of investment will be seen in 24 years, it's too long for corporations since the CEO that arranged it will be fired/retire in the meantime smile.png Maybe asian corporatrions could do it, but western ones, no way biggrin.png I think it would be more into a form of transports than trade. I mean, since the schedule is so terribly important in this case and because it requires such high political stability it would need to be about something else than simple monetary gain. Also I suspect a planned economy system.


The route probably yearly (a new ship sent each year), cargo simple and strictly standarized and predictable (you have to change the cargo 12 years in advance).


Probably emergence of spacing guilds. Since it takes 1 year relative time to travel, the simpliest solution is to form a new class of citizens that live in a relative time and form a separate society (they all are from the "old era", after like 2 trips).

For passengers return of the investment will be just in one year. It would be high risk gambling but could be very profitable. If group of people have ship and some valuable good that they think is still worth of the money after 12 years in another star system then it's not that far fetched idea.

In Topic: How to extrapolate in Box2D?

29 February 2016 - 06:00 AM


I have a position, velocity vectors and a ping value. I step Box2D world like this, just in case:

accum += delta;
while(accum >= delta)
    world.step(Constants.STEP, 6, 2);
    accum -= Constants.STEP;

I think that velocity is not constant and changes after every step. So how could I find object's position after a specific time, e.g. 50ms? I don't want to create a separate world and step it.


Loop should be 

while(accum >= Constants.STEP)

You could calculcate positions for rendering to be box2dPosition + box2dVelocity * extrapolateTime. But this cause ugly tunneling and glitches when velocity suddenly change.

In Topic: How does everyone test their hlsl code?

26 February 2016 - 11:47 AM



You can make it even better. In our engine we load assets instantly if they are changed on disk


I prefer a key combination for that because you can instantly see old and new behaviour without anything between (alt-tabbing etc.).

edit: I somehow broke the quoting system and can't modify or remove the quoted section.


I prefer dual monitor for this. No alt tabbing from shader text editor to game to press hotload button. It would be nice that if engine would take screenshot before and after hotloading. Most of the time this is what I want.