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# Grasshopper

Member Since 13 Aug 2000
Offline Last Active Jun 26 2013 09:46 AM

### In Topic: Direct3d slowing down other threads

17 April 2013 - 05:39 AM

Thanks for the replies. None of these things seem to be the case as far as I can tell. Back to banging my head against the wall.

15 December 2010 - 05:56 AM

This has been enlightening so far. I'm guessing that with exponential attenuation (e^-a*dis) for say fog this would be applied to the distance from light to object(d1) and the distance from object to camera (d2). So the final attenuation would be (e^-a*(d1+d2)) due to the absorption/scattering of light?

### In Topic: Thinking of applying for a game development job.

08 May 2009 - 03:58 AM

Can someone working in the game industry tell me if vacation time usually goes up with job experience. What kind of time off would a senior programmer get?

### In Topic: Using perlin noise to generate wind turbulence for particle effects.

23 August 2007 - 05:33 AM

`float Perlin::perlin_noise_3D(float vec[3]){	float result = 0.0f;	vec[0]*=_frequency;	vec[1]*=_frequency;	vec[2]*=_frequency;	float divider = 0;	float scale =  1;	for (int i=0;i<_octaves;i++) 	{		result += noise3(vec)*scale;				vec[0] *= 2.0f;		vec[1] *= 2.0f;		vec[2] *= 2.0f;			divider += scale;		scale *= 0.5f;	}	return _amplitude*pow(result/divider,3.0f);}`

Are these the right changes? The effect seems a bit better. Are there any articles or samples that you could link me to that might increase my understanding of all this?

### In Topic: Is there any way to estimate drag coefficients for underwater objects?

18 June 2007 - 06:04 AM

Thanks for the responces. Looks like I'll have a great starting point.

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