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Member Since 17 Apr 2005
Offline Last Active Jul 15 2014 03:07 AM

Posts I've Made

In Topic: Terrain type related problems in RTS game

07 April 2014 - 08:49 AM

Ok I think I've found solution to all my problems described in the first post. I should generate another grid not for geometry but for logic and store any info I want there (in tiles). I've read about this solution here: http://www.richardssoftware.net/2013/12/pathfinding-1-map-representation-and.html and I think it completely satisfies my needs.




You can store the data inside your heightmap, use R and G channels for the height level, B for the construction data and the alpha channel for the speed factor.
Using this approach you will only need a short lookup function. Just remember to store the texture info inside the heightmap when you "paint" your terrain.



Thank you for your answer but I think I'll stick to having additional grid for storing all required data. As far as I understand this is a common way to handle things in RTS games.

In Topic: Tracking down memory leaks

23 September 2011 - 02:12 AM

Try Visual Leak Detector, it's a great tool for tracking memory leaks in Visual Studio.

In Topic: DirectX 9 Effect framework and XNA math problem

16 February 2011 - 04:40 AM

You should be able to use SetValue to pass in the bytes directly.

Something like: mFX->SetValue(mhP, &mProj, sizeof(mProj));

Thank you very much andur!

A friend of mine told me another way to do this:
mFX->SetMatrix(mhP, (const D3DXMATRIX *)&mProj._11);

In Topic: GPU Tessellation

14 December 2007 - 11:47 PM

Maybe that's what you are looking for: GS-NPatch-Tessellation
"This sample shows how to smoothen a low-polygon mesh by n-patch tessellating the input triangles in the geometry shader."

In Topic: Anything interesting from Siggraph this year?

30 August 2006 - 10:01 PM