Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 16 Jan 2004
Offline Last Active Sep 10 2011 10:37 PM

Topics I've Started

EASTL Released Under BSD-type License

20 October 2010 - 02:26 PM

A recent source drop of a PS3/360 port of WebKit had a little surprise inside; thought this might interest some of you.

Grab it here on github

Gamedev StackExchange site now in public beta!

21 July 2010 - 11:28 AM


There's a decent set of questions from the private beta, including a decided lack of OpenGL vs. DirectX, so it seems to be off to a good start :)

Madballs in ... Babo: Invasion now on Xbox Live Arcade

15 July 2009 - 07:22 AM

Some of you might remember the old IOTD for BaboViolent 2, a game made by a couple GameDev.net folks Daivuk and md_lasalle (and later supported by yours truly). Well, a couple years later, I'm proud to announce our first published title has arrived on Xbox Live Arcade for 800 points! We've got a really long trial with a tutorial, first mission, and three 30 minute multiplayer sessions, and you can check out the screens and download the trial here. A big thanks to all the folks here who've helped us out over the years, and a huge personal thanks to Gamedev.net for building this awesome site; without it, I probably wouldn't have found BV2. PS. For the PC only folks, we'll be releasing on Steam later this summer.

Subtracting? Quaternion rotations

10 March 2008 - 11:18 AM

I'm currently working on a scene graph using quaternions for rotation, and I've encountered a problem I'm hoping someone can help me solve. A fairy common operation we need to do is transfer a node from one parent to another, while preserving the final rotation. So, given: q1 = rotation of the child q2 = rotation of the parent q3 = rotation of the new parent qr = rotation of the root node qr -> q2 -> -> q1 -> q3 The final rotation: qf = qr*q2*q1; Now I need to find the new rotation nq1, given the new parent, such that: nqf = qf I've tried using quaternion division (multiplication of the conjugate divided by the norm squared), but that only works with a single parent, and I'm stuck on where to go from here. I've done a lot of googling, but all the articles I can find only talk about concatenating rotations. If anyone has any suggestions or ideas, I'd be happy to hear them. Edit: Fixed an error in the final rotation [Edited by - nuvem on March 10, 2008 7:34:28 PM]

Technique suggestions for static maps

17 June 2007 - 10:56 AM

Hi guys, For the past few months I've been helping work on a simple little 3d top-down shooter (BV2), and I've been very interested in improving the graphics. The current code isn't very welcome to change so I'm planning on writing a new renderer in D3D9 and taking advantage of shaders. As a background, the game consists of simple tile-based maps with varied block heights. Currently the terrain is rendered first, then each block individually. To start, I plan on replacing the blocks with modelled tiles, and from that constructing a single static mesh. Since most of my previous projects involved outer-space, I'm not intimately familiar with the techniques available to me. Since it is a static mesh, I have been pondering the use of PRT (is specular still an issue?), as well as precomputed AO since both should work fairly well for such an application. So back to the original point of my post, does anyone have any suggestions, thoughts, directions?