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Member Since 02 Mar 2006
Offline Last Active Today, 02:25 AM

Posts I've Made

In Topic: Does anyone have any advice for my unique situation?

Yesterday, 04:15 AM

Here's a simple truth for you that you won't want to hear, Kavik Kang:

Ideas are the cheapest commodity in the entire games industry. They are almost worthless. They are the easy bit.

Getting ideas implemented is hard. You seem to me to lack even the interpersonal skills to make this happen, never mind the technical ability.

In Topic: Handling Mouse Movement

24 August 2016 - 03:13 AM

I've personally started using raw input for this. It means no need to worry about the actual mouse cursor - you just get deltas representing the mouse movement.

I can post some code if you want.

In Topic: Perlin Noise - seamless cube maps

18 August 2016 - 05:36 AM

Thanks, dmatter. You are quite correct, that was the exact problem.

All sorted now. Screenshot in my journal.

In Topic: Perlin Noise - seamless cube maps

18 August 2016 - 04:06 AM

Woo hoo. Just figured it out, came in to share the good news and see unbird figured it out in the meantime too :)

case Face::Right: vec = QVector3D(dim, y, dim - x); break;
dim - x. I was using x as the z coord for the right face, so it was iterating across the face from front to back instead of the other way around.

I ended up moving the createDirection method into an old game and drawing the vectors on the screen. Noticed then that what should have been the same two vectors (Back: dim, 0 and Right: 0, 0) had reversed Z coords which led me to the answer.

I now have two perfectly tiling Back and Right textures.

Thanks so much for all the help guys :)

In Topic: Perlin Noise - seamless cube maps

18 August 2016 - 01:44 AM

Did you test your 3d noise function separately?
Just generate a 3d noise bitmap and draw it a slice at a time and see if you get a fluent animation.

That's a good idea. Will try that later. Thanks.