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Member Since 10 Nov 2005
Offline Last Active Today, 03:39 AM

Posts I've Made

In Topic: Exmple of games with no tutorial (help please!)

20 July 2016 - 02:15 AM

Of bigger budget titles The Witness is an interesting example. It does have "tutorial phases" for its variety of puzzle types, which essentially present you with a series of increasingly difficult puzzles of a single kind. However, it performs next to no hand holding, which essentially means that you'll find yourself staring at a small set of symbols and trying out various combinations in order to figure out the logic behind them.


Frankly I love The Witness' approach to puzzle solving - the game mechanics themselves are puzzle that you need to work out through trial and error and deductive thinking before you can go on to solve actual more complex puzzles.

In Topic: undefined symbol

04 July 2016 - 01:54 AM

Are you including the header in main.cpp?

In Topic: Shape interpolation?

19 June 2016 - 12:11 PM

I was doing some research on an unrelated topic and happened to come across this. I haven't had a closer look at it, so it may be something trivial, but the exe does do 3D morphing between similar objects with identical vertex counts loaded from obj files, and it purportedly comes with source and an article included. The project is from 1998, although that needn't necessarily be anything to think ill about. It was the year Half-Life was released, after all  :ph34r: .

In Topic: what was the first video game?

11 June 2016 - 07:22 AM

A must watch for any video game enthusiast:


In Topic: Shape interpolation?

07 June 2016 - 11:12 AM

Sorry, this isn't a visual effect, so I can't use any hacks. It's a general application of mesh processing. It has to be a real morph.

I'm trying to morph two humanoid figures, so they do share similar features. I was thinking about projecting both meshes to an unit sphere, but I'm not sure how to match up vertices where the triangles overlap (caused by cavities around the nose, mouth, ears, fingers, etc..). Overlapping triangles would give multiple vertex matches.

Is it really necessary to map each mesh to a domain where triangles don't overlap?


If you need to have access to the mesh at any given moment of time, then your best bet is to use mesh simplification to come up with a one-to-one vertex mapping and morph from one to the other. 


One thing you might look into is unwrapping. As in texture unwrapping, but adapted for vertices. It'd be sort of similar to your attempt to map your vertices to a sphere (which you can't do with something as complex as a humanoid). Instead what might work would be subdividing the mesh, "UV-unwrapping" the vertex space to 2D space and perform a regular morph there. You could then use the position difference of a "vertex pixel" as a lerp factor during the morph to calculate its object space position between the source and target meshes.


If you do pull this off, please let me know how it worked out :).