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Member Since 21 Jul 2012
Offline Last Active Today, 09:16 AM

Posts I've Made

In Topic: (Super) Smart Pointer

11 July 2014 - 10:15 AM

Read Buckeye's original post again. If the AI has a pointer *to the pointer* to the enemy, they can all see whether the enemy object exists/NULL or not with a single if-statement. No looping. The AI just sees a lack of enemy next time they get updated.

In Topic: Terrain - map editor

10 July 2014 - 08:00 PM

I would go height map for a terrain editor. Bullet's height map object allows for the map array to be dynamically modified. Creating a new btBvhTriangleMeshShape every time the terrain is modified may or may not be too slow, but using the height map wouldn't require quite as much Bullet-related code.


On the other hand, do you really need physics *while* the terrain is being altered/extruded/etc? You could stop physics, allow the user to extrude (terminology?) a hill, and then start simulating again after building a new btBvhTriangleMeshShape. If your editor includes placing other objects (like debris), you might need to use an invisible sphere to push away other objects before creating a new btBvhTriangleMeshShape. Or even try to detect which non-static objects would need to be moved and just warp them above the new highest point in the area and let them fall back down (the user will have to re-place them, but hey, they rose a hill there).


Disclaimer: I've never written such an editor; I use Blender (poorly).

In Topic: some assembly unknowns

08 July 2014 - 02:29 PM

If you use NASM to output a raw binary it will assume 16-bit code for a DOS .com executable.



In Topic: Rendering Boned Model Distoration

27 May 2014 - 11:07 PM

Everything looks in order there. Before I didn't understand your method of going rootnode down but still giving out final transforms on the way; wouldn't have thought of that.


How about how the final array is generated for the shader (bone_matrix) ?

In Topic: Rendering Boned Model Distoration

27 May 2014 - 06:00 PM

The offset matrix should only be multiplied with the final transform for the bone's node (after all parent nodes have been multiplied in).