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Member Since 12 Oct 2004
Offline Last Active Today, 01:51 PM

#5242784 Who wants to see a C replacement?

Posted by Mussi on 26 July 2015 - 11:28 AM

Jonathan Blow is working on a new language, he has a lot of good ideas. You can check out some demos on his Youtube channel.

#5241766 Sphere - triangle intersections

Posted by Mussi on 21 July 2015 - 02:17 PM

Removing that line makes my characters unable to move.

solveCollision doesn't fully move my basePoint, it only moves it to the point of intersection and changes the velocity vector to a "slide" vector, so (basePoint + velcoity) will make the sphere slide.


Ah I see, it should be placed in an else block then:

//solve that collision
    col.basePoint += col.velocity;

As for your other problem, have you tried not positioning exactly onto the plane by moving slightly less?

#5241425 Sphere - triangle intersections

Posted by Mussi on 19 July 2015 - 04:15 PM

You're weclome, feel free to up vote any post you deem helpful :D.


1. In the collision response routine on page 47, why does the author moves the sphere slightly less than the collision detection routine suggests?


This is to avoid floating point issues, trying to move exactly on to a plane might cause it to be seen as inside the plane on your next iteration. Moving slightly less than the exact distance will prevent any bugs concerning pushing the sphere out of plane into another one.


Your second issue is caused by an illegal move in your simulate method:

col.basePoint += col.velocity;

You haven't checked collision for that, so this will cause you to go through planes. You already move in your solveCollision function, so removing that line should fix your problem.

#5241280 Sphere - triangle intersections

Posted by Mussi on 18 July 2015 - 04:19 PM

//slide plane from point and normal
Plane slidePlane(colPacket->intersectionPoint, colPacket->basePoint - colPacket->intersectionPoint);


Are you sure the normal is correct? I think you want to use something like (basePoint + t*velocity) - intersectionPoint instead of basePoint - intersectionPoint.


Also this line:

colPacket->velocity = colPacket->velocity * colPacket->nearestDistance + intersectionToNewDestination;

nearestDistance is the actual distance, i.e. multiplied with the length of velocity, but here you are multiplying it again with the velocity. I think your intersectionToNewDestination is the new velocity you want.

#5241220 Sphere - triangle intersections

Posted by Mussi on 18 July 2015 - 10:33 AM

Ah I see, well I don't see anything pop out really. How do you calculate the signed distance to a plane?


What happens if you remove the collision response and just stop once you collide?

#5238764 How to make 3D art look more like a 2d?

Posted by Mussi on 07 July 2015 - 07:41 AM

On the topic of making 3D look like 2D, you might find this talk about the art style of Guilty Gear Xrd interesting


#5238170 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 07:30 AM

That creates a bigger box, but you should really be translating your box upwards(as in add something to it's y position). I'm guessing the box is clipping through your ground where you can't see it's actually bigger than the boundary of the mesh. So something like:

// Draw model here
D3DXMATRIX matrix;
D3DXMatrixTranslation(&matrix, 0.0f, (m_vMaxd.y - m_vMind.y) / 2, 0.0f);
directXDevice->SetTransform(D3DTS_WORLD, &matrix);
// Draw bounding box here

#5238163 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 06:21 AM

Are you sure your bounding box becomes half it's size? I'm guessing half of the box is just clipping through the ground. If you add

(m_vMaxd.y - m_vMind.y) / 2

to the y-position of your bounding box, does it show up correctly?

#5238160 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 06:08 AM

Does the 3DS Max pivot even export to X? I can't recall that, but I would position models so that (0, 0, 0) is the ground, if you ever want to animate your models this will make your life easier. This means you will have to adjust the position of your bounding box, either manually or automatically.


But if I put the pivot point at ground zero, the bounding box will be half the size.

Why is that? How are you getting your bounding box?

#5237371 Why didn't somebody tell me?

Posted by Mussi on 28 June 2015 - 06:41 PM

Wow... those debugger tips, 16 minutes in and I'm pretty sure this is one of the best videos I've watched in quiet some time! Writing expressions in comments during debugging and evaluating them on the fly == mind is blown.

#5237264 Swordbreaker The Game

Posted by Mussi on 28 June 2015 - 09:07 AM

Art looks awesome smile.png! Btw, your last link is broken.

#5232737 Racing HUD visual brainstorming (image heavy)

Posted by Mussi on 04 June 2015 - 06:25 AM

The idea is you'll be able to get all the info you need by looking at your car, instead of the corners of the screen.

I'm not sure that's a good idea, there's a lot of information crammed into a very small space. Not all the info is something you want to be constantly looking at, which might make it harder to read the info you really care about.


I like the idea of showing heat 'organically' through the redness of the tires, maybe you could something similar for other elements?


All of the screens look amazing btw :).

#5230254 When you realize how dumb a bug is...

Posted by Mussi on 21 May 2015 - 09:13 AM

Why strike one key, when you can use several mouse clicks and Ctrl+C and Ctrl+V to "save some typing". :)

Oh copy paste...how I love you so.

#5228525 McPiglet Work in Progress

Posted by Mussi on 12 May 2015 - 05:51 AM

I'm guessing you're running some sort of experiment, not sure what you think you'll get out of it. Based on what I've seen, which are some animated and static graphics without gameplay, I wouldn't play it.

#5228396 McPiglet Work in Progress

Posted by Mussi on 11 May 2015 - 11:44 AM

What did I just watch? There's no gameplay shown, why would I want to play it? Could you be more specific in what kind of feedback you're looking for?