- Viewing Profile: Topics: SIC Games
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About Me
I'm a awesome guy to talk with and be around. I have just a fine-line when it comes to respect and how much someone can belittle my intelligence. Am I short tempered and crazed? Possibly so, depending who saw my twin. Anyways, besides what you read on this forum...Just know this - I'm a awesome guy once you get to know me. Read briefly then add if you decide.
I have a competitive spirit, never liked losing and never will. This fact, drives me to try harder and harder. I ask questions to obtain more knowledge - just because it's elementry doesn't mean squat - there's more to learn and I love to hear others opinions. It's when the person gets too opinionated that's when it gets annoying. There's more I can discuss but I rather not because it's up to you to judge less and get to know me by yourself. Less judgmental people are better to get along with.
I have a competitive spirit, never liked losing and never will. This fact, drives me to try harder and harder. I ask questions to obtain more knowledge - just because it's elementry doesn't mean squat - there's more to learn and I love to hear others opinions. It's when the person gets too opinionated that's when it gets annoying. There's more I can discuss but I rather not because it's up to you to judge less and get to know me by yourself. Less judgmental people are better to get along with.
Community Stats
- Group Members
- Active Posts 133
- Profile Views 2,871
- Member Title Member
- Age 31 years old
- Birthday December 18, 1981
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Gender
Male
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Location
Connecticut
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Interests
Watching movies, listening to metal and mellowed out music, read, research new concepts in games. Kicking back with friends.
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Topics I've Started
Some WEB UI issues
21 October 2012 - 07:12 PM
It could just be me but perhaps; if anyone notice lately there has been issues. Regarding when i click on my username it suppose to pop up a little menu thing - but it doesn't work. On addition note, when I click on login \ sign in I am suppose to see a pop up login thing. I don't see it.
What is the basis of Scene or Resource Management?
05 October 2012 - 02:14 PM
Recently, I've been tearing my old framework apart - rebuilding a improved one. Instead of classes for meshes, lights, etc... I'm utilizing structs due to their public accessors. I came about thinking about types of mesh's to load in game. If I gather this right that mesh holds the vertex, normals, UV coords and any subset the mesh file has, bones, skin weights, blendshapes.
Am I on the right track thinking that a static mesh should only read everything but excluding the bones, skin and blendshapes; whereas animating meshes store the whole mesh data?
Would this seem right?
The meshbase is the interface object. So, does this seem like the correct assumption how loading various of different types of meshes are? As of Static Mesh, Fracture Mesh, Physic Meshes, Foliage Meshes, Actor Meshes or what not?
Thanks for taking the time out and reading this thread!
Am I on the right track thinking that a static mesh should only read everything but excluding the bones, skin and blendshapes; whereas animating meshes store the whole mesh data?
Would this seem right?
struct MeshStructureData {
Mesh's Vertices position, normals, uvs, etc...
};
struct MeshBase {
...
neccessary functions to initialize buffers (vertex and indices).
function to apply material.
function to detect collision.
function to render out buffers.
};
struct StaticMesh : public MeshBase {
function to load mesh file and store necessary information.
};
The meshbase is the interface object. So, does this seem like the correct assumption how loading various of different types of meshes are? As of Static Mesh, Fracture Mesh, Physic Meshes, Foliage Meshes, Actor Meshes or what not?
Thanks for taking the time out and reading this thread!
Help on Picking Ray to Triangle \ Intersection
22 September 2012 - 02:46 PM
Before anyone read this - just be sure to note that I'm using DX11 and never will use DX10 or 9. So, D3DXIntersect is not an option. Another note is that I'm very poor in math.
Anyways; In the editor I noticed when I move the mouse over the mesh the cursor sets to cross. This is good, however - calculation is totally wrong and off path. I believe I successfully Unprojected the 2D Mouse Coordiants to 3D World Space. This is what I did:
I stored the vectors into float3 because I can actually see what is going on. Onward the managed side, if the mouse moves inside the DX Window inside the editor; it goes back and calculates the intesection of Mouse point and Mesh Verticies.
I am having difficult time with finding p0, p1, p2 then finding center point of the triangle.
Thanks for the help.
Anyways; In the editor I noticed when I move the mouse over the mesh the cursor sets to cross. This is good, however - calculation is totally wrong and off path. I believe I successfully Unprojected the 2D Mouse Coordiants to 3D World Space. This is what I did:
GetCursorPos(&MousePos); ScreenToClient(DXWindow,&MousePos); GetWindowRect(DXWindow,&DXWindowSize); const XMVECTOR RayOrigion = camera.CameraPosition; XMVECTOR Mouse2DSpace = XMVectorSet(MousePos.x,MousePos.y,0.0f,0.0f); XMVECTOR Mouse3DSpace = XMVector3Unproject(Mouse2DSpace,0,0,m_screenWidth,m_screenHeight,0.0f,1.0f,camera.CameraProjectionMatrix,camera.CameraViewMatrix,XMMatrixIdentity()); RayDirection = Mouse3DSpace - RayOrigion; RayDirection = XMVector3Normalize(RayDirection); RayDirection = RayDirection * 100.0f; XMVECTOR vEye; XMVECTOR vDir; XMStoreFloat3((XMFLOAT3*)&vEye,RayOrigion); XMStoreFloat3((XMFLOAT3*)&vDir,RayDirection); XMStoreFloat3(&MouseFloat3,RayDirection);
I stored the vectors into float3 because I can actually see what is going on. Onward the managed side, if the mouse moves inside the DX Window inside the editor; it goes back and calculates the intesection of Mouse point and Mesh Verticies.
I am having difficult time with finding p0, p1, p2 then finding center point of the triangle.
bool computeIntersection(XMFLOAT3 &p, XMFLOAT3 &target) {
bool result;
result = false;
float iX = (target.x );
float iY = (target.y );
float iZ = (target.z );
float iX1 = (target.x);
float iY1 = (target.y);
float iZ1 = (target.z);
t = XMFLOAT3((iX - p.x) + (iX1 - p.x),(iY - p.y) + (iY - p.y), 1.0f);
if(p.x > iX && p.y > iY) {
result = true;
}
return result;
}
Thanks for the help.
What improves better memory performance?
06 September 2012 - 10:26 AM
What imrpoves performance in memory management? By using the keyword New or malloc? What if one allocated memory doesn't get deleted - will it literally screw the memory leaving it too fragmented or after the computer restart the memory will automatically free anything it has resides?
New and Malloc are termed as Heap, right? Stack Heap, Pool Heap - etc?
Have a great day everyone! I wanted to know about your perspective on better performance in memory.
New and Malloc are termed as Heap, right? Stack Heap, Pool Heap - etc?
Have a great day everyone! I wanted to know about your perspective on better performance in memory.
Game Scripting question
02 September 2012 - 07:08 PM
I'm a bit hazy on the thought of Game Scripting. Currently, I'm reading Game Engine Architect ebook and trying to put the pieces together. When I looked at Unreal Script that is Object Orientated Programming - like how does it get implemended in the game or engine. In unreal script, I can make sense that it defines the player, weapons, ammo, etc.. by properties and how it should be handled logical in game. If I was going to make a script language - how would it get translated from script to usuable game code in C++.
Just wondering.
Thanks.
Just wondering.
Thanks.
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